Iron Kingdoms characters (index)
Factions: Cygnar | Cygnar Warcasters | Cygnar Characters | Cygnar Warjacks | Khador | Khador Warcasters And Warlocks | Khador Characters | Khador Warjacks | Protectorate of Menoth | Protectorate Warcasters And Solos | Protectorate Warjacks | Cryx | Banes and Thralls | Iron Liches | Cryx Warcasters | Cryx Characters | Cryx Warjacks | Retribution of Scyrah | Retribution Warcasters and Solos | Convergence of Cyriss | Convergence Warcasters And Solos | Convergence Vectors | Crucible Guard | Crucible Guard Warcasters And Solos | Trollbloods | Trollbloods Warlocks | Trollbloods Characters | Iron Kingdoms Trolls | Circle Orboros | Circle Orboros Warlocks And Solos | Circle Warbeasts | Skorne Empire | Skorne Warlocks And Solos | Skorne Warbeasts | Legion Of Everblight | Legion Warlocks And Solos | Dragonspawn | Grymkin | Grymkin Warlocks And Solos | Infernals | Cephalyx | Rhul | Llael And Ord | Talion Charter | Soldiers of Fortune | Mercenaries | Blindwater Congregation | Swamp Warbeasts | Thornfall Alliance | Dusk | Khymaera | Dragonspawn | Orgoth |
Warcasters of Cygnar

Constance Blaize is a resolute champion of Morrow who leads her Precursor Knights into battle against the unholy terrors that threaten all of mankind. Her greatest foes are the sprawling nightmare empire of Cryx and the vile servants of the dark god Thamar. Empowered by her faith, Blaize fights for her god and her nation with fervor inspired by the holy ascendants she reveres.
Constance Blaize has two versions, Constance Blaize, Knight of the Prophet (Blaize1) and Constance Blaize & Gallant (Blaize2)
- Anti-Magic: Due to being a hunter of witches, demons, and the undead, this is her specialty:
- Blaize1's holy Sun Spear has "Blessed," ignoring magical Status Buffs on her enemies
- Her spell "Repudiate" strips all the Status Buffs off of enemies it hits
- Her spell "Sunburst" removes enemy models from play so that their Cryxian masters can't resurrect them.
- Armored Collar of Durability: One that makes her suspiciously resemble a Paladin of the Protectorate of Menoth...
- Badass Preacher: She's a holy Paladin of Morrow who spreads the word of the Man God via the spear, rather than the book.
- Bad Powers, Good People: Constance has the same ability to fuel herself off of souls that Cryx Warcasters usually have.
- Church Militant: She is a member of the Knights of the Prophet, a knightly order in service to the Church of Morrow.
- Deader than Dead: Her Sunburst spell kills models with No Saving Throw allowed if it hits.
- Dog Pile of Doom: Her "Flank: Morrowan" special rule encourages her to do this with fellow Morrown units, as it gives her +2 accuracy and free boosted damage to dogpile onto the same target as an allied Morrowan.
- Energy Donation: Her "Blessing of Morrow" special rule allows all allied Morrowans within 12" of her spend her FOCUS as though it was their own to boost their accuracy and damage.
- Gathering Steam: Her Feat gives all allied warriors within 12" of her +1 armor for every Soul Token she has in her possession.
- Herd-Hitting Attack: Her spell Flashing Blade allows her to hit every model in melee range of her glaive. Notably the fact that it's a spell means she can use it even if she had to forfeit her usual melee attacks for some reason.
- Jousting Lance: Both to invoke her role as The Paladin and to imitate the National Weapon of Morrow, Blaize in both forms wields an enormous glaive with a sun design built into the hilt.
- Knight Templar: Blaize's fervor borders on Protectorate Of Menoth levels. Her fervent belief is used as the justification for Blaize2 having "True Mercenary," allowing her to fight alongside any army in the game. Her mission is to rebuild the Morrowan church, and if she happens to be fighting in the same area as a hated enemy, but has a mission to protect a specific church or destination, she will fight alongside them for as long as it takes to complete her mission.
- Luck Manipulation Mechanic:
- She can cast Fortune, a spell that allows for rerolls.
- Her Feat allows for all friendly models near her to roll more dice and ignore the lowest values on their to hit and damage rolls.
- Mage Killer: Her Repudiate spell allows her to remove the spells cast on a model and damage the spellcaster who placed them.
- Mana Burn: One of the Balance Buffs that Blaize1 received in 4th edition Warmachine added this effect to her spell "Repudiate," dealing up to 3 damage at random to the spellcaster for any spells she cancels.
- Mildly Military: Even moreso than most Warcasters, Constance is allowed a ton of leeway and exemptions from regular Cygnar military law. This is because, technically, she isn't even part of Cygnar's military proper. She's allowed a lot of leeway and is considered a Mercenary Warcaster rather than a Cygnar one, meaning she's allowed to compose an army and a battlegroup that regular Cygnar units would never be allowed to take.
- The Minion Master: Encouraged with her spell list, she excels at having lots of living models to order around with her spells and to feed off her FOCUS.
- Naginatas Are Feminine: The Cygnaran equivalent, she has a large magical sword mounted on the end of a stick.
- Onrushing Army: Her "Crusader's Call" special rule gives every ally who charges from within 12" of her +2 distance on that charge, encouraging her whole army to charge forward en masse.
- The Power of the Sun: Invoked with both her "Sun Spear" and her spell "Sunburst," the latter of which deals blast damage that only affects enemies and removes enemies from play on death.
- Psychic Link: Uniquely among Cygnar warcasters, she allows Marrowans to spend her FOCUS the way that Warjacks usually can.
- Situational Sword: Half of her feat, which provides additional armor to her units depending on how many Soul tokens she's collected at the moment. This makes it more effective the more of her own units have died that turn.
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Technology Marches On: Zig-zagged. In terms of her personal equipment, Blaize2 is using largely identical weapons and armor to her first version from before the 10 year Time Skip, but she's paid to have her personal Warjack Gallant rebuilt and considerably upgraded, making it now an 80mm Super Heavy Warjack. - Zerg Rush: Downplayed, but in a game that revolves around giant robots Blaize not only wants to run as few Warjacks and as many living infantry as possible, but she also benefits greatly from having her living infantry in melee combat with the same models as her.

If there is one warcaster the trenchers would call their own, it is Colonel Markus Brisbane—the most decorated and universally respected of Cygnar’s veteran battle mages. Brisbane is a pure soldier through and through, a man who has never shrunk from danger or responsibility and who has earned a reputation for pragmatism and absolute dedication to the army. Equipped with state-of-the-art weapons and equipment, Colonel Brisbane shatters the enemy’s lines and marshals his own troops to victory.
Brisbane has two released versions, Major Markus ‘Siege’ Brisbane (Brisbane1), and Colonel Markus ‘Siege’ Brisbane (Brisbane2)
Voice by David Fennoy (Warmachine: Tactics).
- Action Bomb: Brisbane1's "Explosivo" spell is a complicated example. It gives Damage Type: Magical to an allied model's attacks, but with the added bonus that when that ally kills an enemy with a ranged attack, the victim explodes into a 3" diameter Area of Effect and deals a magical blast to anyone caught in it.
- Advanced Movement Technique: A big part of what makes Colonel Brisbane so much more difficult to use than Major Brisbane is that his spell list and rules can be used in extremely unorthodox ways while focusing on moving allied and enemy models around. At a basic level, spells like Razor Wall can be used to block enemy models, or Hallowed Ground can be used to help units ignore Line Of Sight penalties. At a higher level, Razor Wall can be combined with units who can push enemy models to wipe an entire squad of heavy infantry off the board with No Saving Throw allowed.
- Anti-Structure: Brisbane1 has several abilities built around this:
- His "Combat Engineer" special rule gives all his attacks free boosted damage against buildings
- His Feat removes all walls currently within 12" of himself.
- His "Ground Pounder" special attack leaves a 4" diameter crater anywhere he fires it, even into buildings.
- Armor-Piercing Attack: Major Brisbane's Feat halves the armor of all enemy models getting hit by attacks for its duration.
- Armored Collar of Durability: Brisbane's neck only version is gradually approaching a full Bullethead by the time of his second incarnation.
- Area of Effect: Over half of Brisbane1's spells have some version of this, either offensive or defensive versions.
- "Avoid This Area" Effect:
- His "Rift" spell leaves a 4" diameter Area of Effect that counts as rough terrain, slowing enemies within it.
- Brisbane2 instead has the "Razor Wall" spell, putting up a wall template that damages any enemies who enter or pass through it.
- BFG: His primary weapon is his Rocket Cannon "Havoc," which is a modified Galvanic Sword with a rocket launcher built into it.
- Deader than Dead: Explosivo is ideal for dealing with Cryx armies and those who seek to collect Souls from the dead, as it instead removes them from play entirely. Coupled with Brisbane1's Ground Bounder special rule on his Rocket Cannon and you can theoretically wipe out an entire squad with one attack.
- Deadly Walls: Literally, every version of Brisbane has the ability to create walls that damage enemies.
- Double-Edged Buff: Brisbane2 has the spell "Fury," which gives one of his units +3 melee damage but -1 defense.
- Expy: You could say he's gonna die with a hammer in his hand.
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Fan Nickname: While this wiki and official sources refer to his variants as "Brisbane#", Fans prefer to refer to his variants as "Siege#" due to Awesome McCoolname. - Fast Tunneling:
- Brisbane1 has the "Foxhole" spell, which magically digs a 5" diameter hole that provides cover to allies within it.
- Brisbane2 instead gives all his infantry "Dig In" with his Feat.
- Field Power Effect:
- Brisbane1 has the spell "Mage Sight," which places a 5" diameter zone where units within it gain True Sight
- Brisbane2 has "High Ground," which drops a 4" diameter zone where allies get +2 defense against ranged attacks and gain Arcing Fire.
- Foe-Tossing Charge: Brisbane2 gives his Warjacks "Bulldoze" with his Feat, allowing them to charge through enemies, knocking them aside as they go.
- Goggles Do Nothing: While he presumably has them to protect his eyes from the lightning his hammer can emit or the shrapnel his blasts fire off, he's never shown wearing them, always keeping them firmly on his forehead.
- Humongous-Headed Hammer:
- Brisbane1 carries Havoc, with a hammer head as big as his torso.
- Brisbane2 carries the inappropriately named "Maul", a huge electricity spewing hammer.
- I Call It "Vera": Brisbane1 has named his hammer "Havoc".
- Jump Jet Pack: Colonel Brisbane's upgraded Powered Armor sports one, allowing him to launch himself a short distance and boost his melee damage on impact.
- Knockback:
- On critical hits, Brisbane1's melee attacks knock enemies up to 6" backwards with his "Critical: Smite" special rule
- His spell "Force Hammer" also slams enemies up to 6" backwards on impact.
- Brisbane2 has "Ram" on his new hammer, which knocks any enemies it hits down and pushes them 1" backwards with every strike.
- His spell "Battering Ram" pushes enemies 3" backwards on impact.
- The Mentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman Warcaster. His no-nonsense personality shaped her future as a soldier.
- No One Could Survive That!: Brisbane in both forms is one of the few Warcasters with Tough, allowing him to potentially ignore lethal damage.
- No Range Like Point-Blank Range: Brisbane2's turret has "Gun Platform," letting it make ranged attacks in melee. Did we mention it fires rockets?
- No-Sell: Colonel Brisbane's Turret has "Circular Vision," rendering it immune to Back Stab attacks prior to 4th edition.
- Old Soldier: Siege has been serving in the Cygnaran military as a Warcaster for decades, and has personally mentored several other characters on this page.
- Pocket Rocket Launcher: Major Brisbane wields a rocket launcher galvanic sword.
- Roaring Rampage of Revenge: Adding to his Scary Black Man persona to his enemies, Brisbane2 has the "Hallowed Avenger" spell, which allows one of his Warjacks to make a free 3" move and attack whenever one of its allies is killed within 5".
- Scary Black Man: If you are the enemy, then yes, you should run scared. Siege is noted to be a friendly, if stern mentor, and absolutely terrifying to his enemies.
- Sergeant Rock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.
- Stuff Blowing Up: Both versions of Siege carry an explosive hammer and some flavor of rocket launcher, and his first form has spells like "Explosivo" and attacks like "Ground Pounder," while his second form has spells like "Battering Ram" and "High Ground" to turn one of his units into an artillery platform.
- The Turret Master: Colonel Brisbane has abandoned his rocket launcher in favor of a Rocket Launcher Turret.
- Throw Down the Bomblet: Both versions revolve around launching explosives and AOE spells in abundance.
- True Sight: Brisbane1 has the spell "Mage Sight," which gives all allies who stand within its 5" diameter Area of Effect this ability. While within it allies can see through forests, clouds, and Stealth.

The daughter of Colonel Markus “Siege” Brisbane, Cygnaran warcaster and hero of the near-endless wars of the past two decades, Sara Brisbane is part of the next generation of warcasters to take the field to safeguard her battered nation. A tenacious fighter like her father, Sara Brisbane has served in the field under Captain Athena di Baro since she graduated from the Strategic Academy. While Sara is still developing her full capabilities, she has learned a number of potent arcane tricks from di Baro.
A 4th edition Solo, Sara has only one version, Lieutenant Sara Brisbane. She is not a full Warcaster yet and cannot be taken alone as a result.
- '50s Hair: She has a fairly large, but still realistic, pompadour
- Affirmative-Action Legacy: Siege was a man, his daughter is the latest in the new wave of Cygnaran Warcasters.
- Ensign Newbie: Despite being a Lieutenant, Sara is still treated as a "Journeyman Warcaster" who isn't allowed to command a force and has to be paid for as part of an army normally (though this was the case for Allison Jakes as well back when she was Journeyman Warcaster and held the rank of Lieutenant, at least in the tabletop game).
- Goggles Do Nothing: She wears a pair on her forehead like a headband to keep her hair out of her eyes. They provide zero mechanical benefit.
- Lightning Gun: Her Galvanic spear can fire Chain Lightning.
- Master-Apprentice Chain: Siege trained di Baro, di Baro is now training Sara.
- More Dakka: She has "Open Fire", allowing one of her Warjacks a free extra shot even if it's already had its turn.
- No-Sell: Her spell "Fail Safe" allows Warjacks to ignore the penalties of their crippled systems.
- Shock Stick: Her Galvanic Spear, which can also inflict Chain Lightning in melee.
- Speed Shoes: She has the "Swift Hunter" special rule which lets her move after killing an enemy model with a ranged attack, extending her range and allowing her to potentially kill more enemy models. She also gives "Swift Hunter" to any Warjacks she commands.
- Status Buff: Her primary use is casting her spell "Fail Safe", which gives +2 to Armor
- Status Effects: She has "Set Defense", penalizing enemies who try and push or slam her

As Cygnar's most talented and audacious gun mage, Captain Allister Caine reluctantly accepted his promotion; he considers the rank more of a burden than an honor. He is sent forth to conduct precision attacks along Cygnar's war-torn borders. Despite his intolerance of authority, this master of the Spellstorm pistols has become an irreplaceable weapon in the arsenal of Cygnar's Scout General, for he is equally deadly to enemies within the nation. His deeds are known to few, but his actions may change the course of history.
Caine has had five versions, Lieutenant Allister Caine (Caine1), Captain Allister Caine (Caine2), Caine's Hellslingers (Caine3), Journeyman Lieutenant Allister Caine (Caine0), and Major Allister Caine (Caine4)
- The Alcoholic: He's described as a fairly heavy drinker.
- Always Accurate Attack:
- Caine3 can use his "Attack Type: Witch Mark" to allow all his spells to automatically hit any enemy he damages with his spellstorm pistols.
- Despite his greater age, Caine4 has made sure to keep this Attack Type available too, ensuring he can fire "Witch Mark" as necessary at enemies.
- Anti-Hero: Caine is a Jerkass to everyone he meets, casually murders people, and is a walking murder machine. He also fights for one of the more positive factions in the game and eventually grows enough of a conscience to reject working for Cygnar's military as their personal assassin.
- Anti-Magic: Caine4's Feat gives every Warjack and Gun Mage within 12" of him the "Blessed" special rule, so they can ignore any Status Buffs on enemies.
- Arbitrary Weapon Range:
- Like Stryker, Caine1 also has Snipe, a spell which allows him to improve the range of friendly weapons.
- Caine1's innate ability also allows him to boost the range of his spells as long as he casts them himself
- Blown Across the Room: Caine0, 1, and 4 all have "Thunder Strike," either as a spell or as an attack type, which slams enemies up to 3" backwards with each hit and knocks them over on a critical hit.
- Boom, Headshot!: Invoked with Caine4's "Head Shot" special rule. Enemies he kills can't use Tough to ignore lethal damage and are removed from play so that they can't be resurrected.
- Bottomless Magazines: Caine1 makes an attack against every enemy within 12" of him, even if he can't see them through other models, when he activates his Feat. As seen with the alternate version of Eiryss, this means he can theoretically attack over four hundred people in a single turn.
- Bunny-Ears Lawyer: Exaggerated. Warcasters are so rare that they're basically guaranteed to qualify for this trope normally, as countries are willing to overlook many of their antics in exchange for having power of their level to bring to bear. Caine however takes it even further beyond, being such an unparalleled gun mage that he can get away with public contempt for the Cygnar military command and government and politically they can't do anything. When he finally has enough of Cygnar expecting him to do their dirty work and goes AWOL, his skills are still so great that Cygnar forces can and will canonically obey his orders.
- Dodge the Bullet: Not only do most version of Caine have this as an explicit ability, several can grant it to allied models with the spell "Bullet Dodger."
- Field Power Effect: Caine3 has the "Mage Sight" spell. While allies stand within the 5" diameter Area of Effect it creates, they can ignore attempts to block line-of-sight or cause their attacks to miss.
- Flash Step: Caine3 has gained enough mastery of his Teleportation abilities that he has the unique spell "Flicker," which allows all members of his battlegroup (Warjacks and his Hellslingers) to teleport 2" in any direction each turn.
- The Gambler: Part of his motif, going hand-in-hand with The Gunslinger below. One of his gun firing modes is called "The Black Penny", his personal warjack is named "Ace", etc.
- Gathering Steam:
- Caine2 gets an infinitely stacking +1 damage with his Feat for every enemy he hits with his pistols that turn. Since he has "Reload:Infinite" this allows him to typically get +7 damage by his final attack.
- Caine3 extends a version of this bonus to every Warjack under his control (as well as Watts and Ryan who are in his squad and thus part of his battlegroup) by allowing them to gain +1 accuracy and damage to all ranged attacks for each other member of the battlegroup that hit an enemy within 12" of Caine himself, at the cost of that bonus being capped at +3.
- Guns Akimbo: He dual wields specialized rapid-fire magelock pistols in every version.
- The Gunslinger: As a gun mage warcaster, he knows all the tricks. Every version of him has "Gunfighter," and even Caine4 keeps the new 4th edition version of "Gunfighter" and has the "Pistol" special rule so he can still shoot in melee.
- Hand Cannon: When your pistols can deal explosive damage on par with some artillery pieces, you're definitely packing one of these.
- High Collar of Doom: Caine is an asshole with a lot of blood on his hands and it takes him a while to have anything resembling a Heel–Face Turn. Through it all his coat sports a collar almost as tall as his head.
- Improbable Aiming Skills: Caine2 and Caine0 have the skill "Trick Shot" on their pistols, allowing them to ricochet bullets off of targets and into other enemies.
- Jerk with a Heart of Gold: Caine is a huge asshole to everyone, but even he refuses to be a hitman for Cygnar's military. Especially when the target is a government official's inconvenient child.
- Luck Manipulation Mechanic: Caine4 has the "Attack Type: Heart Seeker," which gives him a bonus damage die and discards the lowest value rolled.
- Mage Marksman: Like all gun mages, Caine wields magelock pistols that he's capable of enchanting in real time to fire various customized bullets.
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Milestone Celebration: Caine0 was released to celebrate 15 years of Warmachine, along with Sorscha0, Severius0, and Deneghra. - Military Maverick: As can be guessed from his description above, Caine is not a big fan of command authority or the rules of the Cygnar military. Unsurprisingly he is typically only promoted for political reasons and then sent to do Dirty Business on behalf of the Cygnar government. This eventually culminates in him going AWOL, technically leaving the Cygnar military entirely while still being willing to work with them.
- More Dakka:
- Caine1 can attack everyone in range of his pistols during his feat.
- Caine2 and Caine0 both have the spell "Fire For Effect", which allows friendly units to improve their damage and accuracy for a turn.
- Caine3's feat allows friendly units to improve their accuracy the more of them are shooting at a target.
- Caine2 is the only model in the game who can make infinite ranged attacks per turn, with the only limit being his current balance of FOCUS
- Caine3 can elect to turn his pistols into AOE attacks if he so chooses.
- The Musketeer: Caine1 still carries a sword in addition to his magelock pistols, but because he runs them Guns Akimbo he has to holster one of his guns to draw his sword.
- Nerf:
- Caine2 has to buy his Attack Types with his FOCUS specifically because late in 2nd edition and early into 3rd edition he was unquestionably the best assassination-focused Warcaster in the game. When he could decide to inflict Grievous Wounds and Trick Shot for free with each shot, he was a One-Man Army who could wipe out entire enemy armies by himself. It was often said that any games involving him would end with the phrase "And then Caine got line-of-sight to the enemy Warcaster. The End." because of how absolutely lethal he was.
- Caine3 has an even more incredible version of Caine2's Gathering Steam Feat, but it comes with the Obvious Rule Patch that the bonus cannot exceed +3 specifically because of how dominating Caine2 was with his infinite bonus possibilities.
- No-Sell:
- Caine2's spell "Heightened Reflexes" renders one of his units immune to knockdown and Stationary.
- Though Caine3 loses the spell, Caine4 regains it.
- Old Soldier: Caine4 is pushing fifty at minimum by the start of 4th edition. In that time, he's continued being a One-Man Army against anything that stands in his way.
- Papa Wolf: Deneghra, having gone through the same thing herself, thought to kidnap and train up the daughter that Caine didn't even know he had. Her plan forcibly dragged him out of retirement and introduced him to his daughter just before she was kidnapped. Not only was he willing to lead a small Badass Crew on a Suicide Mission to the very heart of the Nightmare Empire, he accepted ending up back in his old job as the Cygnaran Crown's paid killer as the cost to get hold of the experimental skyship he needed to get them there. He was also willing to make a combat airdrop in literally the most hostile city in all of Immoren, by substituting pushing his teleportation abilities to their absolute limits for the more sensible but far less stealthy option of using parachutes.
- Pinball Projectile:
- Caine0 has "Attack Type: Trick Shot," letting him bounce one of his bullets off one enemy and into another, damaging both.
- Caine2 also has this attack type. When coupled with his "Reload: Infinite" special rule, he can potentially decimate entire enemy squads in a single turn by buying extra shots and bouncing them off each member into another.
- Teleportation: Most of Caine's variants have the ability to either teleport themselves or another friendly model a short distance with their spells.
- Reduced Mana Cost:
- Downplayed but present. For an initial 3 FOCUS and then 1 FOCUS at the start of each turn, Caine0 can upkeep his "Fire for Effect" spell to allow one of his models to get free boosted accuracy and damage on their first shot of the turn. By the third turn this spell pays for itself, and over the course of a full game it saves about 25% the overall FOCUS cost of boosting both accuracy and damage for that model.
- Caine0 having this spell is a Call-Forward to Caine2 also having the "Fire For Effect" spell.
- Rule of Three: His third incarnation, where Caine is accompanied by the two surviving members of the Black 13th.
- Shout-Out: Allister Caine succeeds Captain Dixon Lynch as leader of the Black 13th.
- Speed Shoes: Caine4 has "Evasive" and gives it to all his Warjacks with his "Field Marshal" ability. When enemies land ranged attacks on him, he gets a free 2" move.
- Starter Equipment: Caine1 is one of the first three Cygnaran Warcasters ever released, making him many Cygnar players' first Warcaster.
- Status Buff:
- Caine1 has the spell "Deadeye," which gives free boosted accuracy to all members of a unit that he casts it on.
- His "Blur" spell grants +3 defense to one of his units against ranged attacks and spells.
- Caine4's Feat gives all Gun Mages and Warjacks within 12" of him +2 damage on their ranged attacks. It also lets them pick two "Attack Type" abilities instead of one when attacking for a turn.
- Status Effects:
- Caine3 has the spell "Calamity," which inflicts -3 defense and armor on one enemy squad.
- Caine4 keeps "Calamity," but the changes in 4th edition mean it only inflicts -2 defense and armor instead.
- Stuff Blowing Up: Caine3 can use his "Attack Type: Blast" to turn his pistols into Pocket Rocket Launchers for a turn, trading their normal bullets for explosive ones.
- Teleportation:
- Caine0 has the spell "Spirit Door," allowing him to forcibly transport one of his Warjacks to within 2" of himself, or himself to within 2" of one of his Warjacks.
- Caine1 has the "Teleport" spell, letting him teleport just himself up to 6" away.
- Caine4 returns to merely using "Teleport" on himself, after the stress of using "Flicker" became too taxing on his aging body.
- Touch the Intangible:
- Caine1 gives all Warjacks under his control "Damage Type: Magical" with his "Field Marshal" ability, allowing them to manhandle and kill ghosts and incorporeal enemies.
- Caine4's Feat gives all Warjacks and Gun Mages within 12" of him "Damage Type: Magical" if they don't already have it, so that they can kill ghosts.
- True Sight Invoked as one of Caine2's special rules verbatim, allowing him to ignore clouds and Stealth.
- Wound That Will Not Heal: Caine2 can inflict these with his "Attack Type: Grevious Wounds," preventing enemies from healing or using Tough to tank damage.

Few living Warcasters have the pedigree and lineage claimed by Captain Madison Calder. Her family has served with honor and distinction in Cygnar's wars for four generations, and many consider Madison to be hte pinnacle of her family's martial legacy. Captain Calder herself has been involved in every major conflict over the last twenty years, cementing her reputation as both a fierce warrior and an agile, creative battlefield commander.
Calder is the personification of the mounted soldier, a woman born to the saddle whose warhorse is an extension of her own body. She is widely considered the most skilled and deadly mounted combatant in the Storm Legion and possible in the whole of the Cygnaran Army. Though a terrifyingly effective warrior when swinging her pulse sword from horseback, Captain Calder also excels in placing her forces in the most advantageous positions on the battlefield. With a nigh supernatural ability to avoid difficult terrain that would hinder another commander's control of the field, Calder has more than once led devastating charges into the enemy while threading the needle of obscuring terrain and all but impassable obstacles.
A 4th edition Warcaster, Madison Calder has a single version, Captain Madison Calder
- Action Girl: As expected of a Warcaster in Cygnar.
- Armor-Piercing Attack: Her pulse sword damages enemy warjack cortexes directly
- Born in the Saddle: It's even in her lore blurb. She specializes in mounted combat and serves as a trainer to other Warcasters, succeeding Kraye as Cygnar's premeire Cavalry Warcaster.
- Counter-Attack: Madison's Feat gives every Warjack under her control "Riposte," allowing them to make a free melee attack at any enemy who misses them that turn.
- Crippling Overspecialization: She has several spells and abilities which improve her speed and the speed of her army and nothing else. She has no innate augments to their damage or accuracy, her Feat only improves her Warjacks' defense and gives them greater speed in melee, she can't improve ranged damage or accuracy at all, and she has zero other innate support for any member of her army that isn't a Warjack she directly controls.
- Dodge the Bullet:
- She has the "Dodge" skill natively, even though she's a cavalry model!
- Her Feat also gives all Warjacks under her control "Dodge" for a turn
- Foe-Tossing Charge: The combination of "Cavalry", "Pathfinder", and "Unstoppable" special rules mean she is extremely capable at pulling these off if necessary.
- Implacable Man: Due to riding a Power Armored horse, Calder has "Unstopable," allowing her to freely leave melee combat without penalty whenever she wants to keep charging towards more important foes.
- Lightning Bruiser: Pun aside, she's a cavalry model (giving her a 13" charge range) has Dodge, making her even faster when enemies hit her, has an exceptionally high defense to trigger Dodge, has Brutal Charge on her Pulse Sword, giving her improved damage on the charge, armor comparable to a Heavy Warjack, and damage that can threaten them.
- Lightning Gun: Her Pulse Sword can fire blasts of lightning, though it is explicitly not Chain Lightning and doesn't bounce between targets.
- Mounted Combat: She's the replacement for Kraye as Cygnar's premier cavalry Warcaster in 4th edition, meaning she rides a specially bred and Power Armored horse to fly across the battlefield at high speed.
- No Range Like Point-Blank Range: While her Pulse Sword is explicitly a melee weapon, it also has the "Pistol" special rule on its Electro Pulse attack, allowing Madison to strike enemies with it and blast them in the same turn.
- No-Sell: She has "Resistance: Electricity," the 4th edition equivalent to the old Immunity system.
- Speed Shoes:
- Her "Dodge" ability is implemented mechanically in this fashion, giving her a 2" move for free whenever the enemy misses her with an attack, to represent her physically moving out of the way
- Her "Reposition:3" special rule gives her a free 3" move at the end of any turn where she didn't run or fail an attempt to charge into melee.
- Her spell "Crusader's Call" gives all allies beginning a charge within 14" of her +2 speed for a turn
- Her "Rhythm of War" spell lets all her Warjacks make a free 3" move at the end of the turn.
- Status Buff:
- Her pulse sword has "Brutal Charge," giving her +2 damage on all charge attacks with it
- Her Feat gives all allies within 14" +2 defense
- Status Effects: Her Pulse sword inflicts "Cortex Damage" on a critical hit, automatically ignoring the Warjack's armor and dealing 1 point of damage straight to its brain!
- Swiss-Army Weapon: Her Pulse Sword is a sword and a Lightning Gun
- Top-Down View: The justification for how Madison allows her Warjacks to ignore obstructions to their view, she has an ability called "Bird's Eye" which gives this trope.
- Violation of Common Sense: Thanks to Pathfinder and Dodge, the best place for Calder to camp is in a forest, a place where horses historically do not want to go and are prone to breaking their ankles in.

Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.
Darius has only one version, Captain E. Dominic Darius
- Action Bomb: Darius can prime his half jacks into landmines, capable of detonating with the force of a full Light Warjack attack!
- Armored Collar of Durability: Simultaneously all three variants at once. Fittingly he has armor on par with a heavy Warjack.
- The Engineer: Darius designed his halfjacks, and now takes them onto the battlefield to build emplacements and repair warjacks while getting shot at.
- Flat Character: Both in the lore and in the model selection, Darius has gotten the least love of any Cygnar warcaster. There's very little record of how his own story has advanced.
- Gadgeteer Genius: Darius built his halfjacks himself, and is equally capable of fighting and fixing, even in the heart of conflict.
- Ground Pound: His "Tremor" special attack allows Darius to hammer the ground, knocking down all models within a 4" diameter Area of Effect.
- Heroic Second Wind: His feat in a nutshell. Darius regains all his FOCUS, he and all his half jacks heal all their damage, and they fully repair one allied Warjack.
- Humongous-Headed Hammer: Darius packs one for both defense and repair of damaged warjacks, allowing him to both squash enemies and hammer steel back into shape on the battlefield.
- Knockback:
- On critical hits, Darius' hammer inflicts knockdown on its target
- His "Tremor" attack knocks down everything under the Area of Effect template
- Mana Potion: Darius' Feat immediately refills him on FOCUS, between 50% and 80%.
- Mecha-Mooks: Darius is one of Cygnar's dedicated 'Jack Casters, with 60% of his spell list being exclusive to his Warjacks, his focus on being able to repair Warjacks in the heart of battle, and his large size necessitating a Heavy Warjack to hide behind for cover.
- Mini-Mecha: All Warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on Mini-Mecha, complete with Shoulder Cannon and a repair crane.
- Mr. Fixit: His whole gimmick. Unusually for this trope both out of universe and in the game, Darius actually comes equipped with the kind of industrial equipment one would expect to be necessary to move multi-ton steam-powered robots.
- No-Sell: His "Fortify" spell gives one of his Warjacks immunity to knockdown, push, and slams, and allows them to share this boon with any models in base-to-base contact with them.
- The Paralyzer: Warjacks hit by his "Arcantrik Bolt" spell suffer the "Stationary" Status Effect for a turn and become unable to move.
- Reduced Mana Cost: His "Full Throttle" spell allows all of his Warjacks to charge, run, slam, and trample for free, and gives them free boosted melee accuracy to boot.
- Resurrect the Wreck: His whole gimmick. Not only is Darius a Warcaster who likes to have lots of warjacks, he can keep them repaired, and, if necessary, restore them to working order after destruction.
- Riding in the Palms of Giants: His crane has a variant of the Galleon's "Cargo Crane" special rule, allowing him to use his crane and his superior mass to pick up an ally who is on a 50mm base or small and put them down near himself. Because of his own 40mm base he can theoretically give an ally up to nearly a 6" Speed Shoes with this move!
- Robot Buddy: Darius is accompanied by three Halfjacks to help him repair other Warjacks.
- Robot Master: Not only is he the designer and builder of his Halfjacks, his entire spell list revolves around commanding and buffing a Warjack-heavy force.
- Shoulder Cannon: His "Steam Cannon", an artillery piece strapped to his right shoulder.
- Simple, yet Opulent: Warjack Cortexes are worth more than human life. In fact, a single Warjack Cortex probably is more valuable, both in terms of raw materials and the cost to manufacture, than some people's entire family lineage. Darius has three miniature Warjacks running on their own (slightly simplified) cortexes.
- Spam Attack: His "Jackhammer" spell forces one of his Warjacks to make an immediate attack, and he can cast it up to six times per turn (or up to eleven if he uses his Feat). If he puts all his FOCUS into one Warjack they'll be able to drown anything in their way under a barrage of steel fists and weapons.
- Speed Shoes: His "Refuge" spell gives one of his models a free move if they're hit by an enemy attack, either to retreat or go in for the kill
- Status Buff: In addition to its No-Sell functions, his "Fortify" spell gives the Warjack in question +2 armor.
- Wound That Will Not Heal: Inverted with his Feat, which allows Darius and all his Warjacks to be repaired even if other rules would prevent them from doing so.
- Wrench Whack: His repair tools are sturdy enough to be used as lethal melee weapons.

Among the first warcasters to sign on to Cygnar’s new Storm Legion, Captain Athena di Baro is an expert in combined arms and defensive tactics. Those who follow her moving wall of warjacks into battle know Captain Baro will do all that is within her power to see to it they live to fight another day.
A 4th edition caster, Athena di Baro has a single version: Captain Athena di Baro.
- Action Girl: Becoming a Warcaster is no easy feat, and Athena di Baro leads from the front.
- Armor-Piercing Attack: Her Lightning Spear continues Cygnar's trend of allowing direct damage to warjack cortexes on critical hits.
- Call That a Formation?: Inverted, despite the enormous technological advances made in the decade since the Infernal War, di Baro still has "Defense Formation." While in base-to-base contact with one of her Warjacks, she gains Heavy Warjack-grade armor and immunity to knockdown
- Deflector Shield:
- di Baro has access to the Arcane Shield spell, which adds +3 armor to Warjacks or friendly models.
- Her "Polarity Field" special rule also reflects Warjacks and enemy constructs, preventing them from being able to charge or slam her.
- Jousting Lance: One so large that, when coupled with her shield, di Baro greatly resembles the actual page image.
- Lightning Gun: Her spear can fire electrical blasts as well, which her "Dual Attack" ability allows her to do even in melee.
- Luckily, My Shield Will Protect Me: She carries a shield so big it doesn't actually have the "+2 armor" bonus shields usually have. Instead, its protection is built into her armor value, rendering her immune to Chain Weapons that might ignore it.
- Luck Manipulation Mechanic: Her Feat causes all models within 14" to roll an extra die. For allies, they get it only on their accuracy rolls, while enemies have to use the extra die on both accuracy and damage. Allies get to drop the lowest value they roll, while enemies have to drop the highest value they roll.
- More Dakka: One of her dedicated spells is "Open Fire", which causes every warjack she commands to immediately fire off a shot, on top of the shots each Warjack can take normally on its own turn.
- No One Gets Left Behind: Especially after the losses Cygnar suffered during the Infernal invasion di Baro concentrates on keeping as many of her men alive as possible in battle.
- No Range Like Point-Blank Range: Her "Electrical Discharge" ranged attack has the "Pistol" special rule, allowing Athena to stab enemies in melee with her spear and then blast them with lightning at the same time!
- No-Sell:
- Her Power Armor grants her "Resistance: Electricity," the 4th edition version of "Immunity."
- Her "Defense Formation" ability renders her immune to knockdown while in base-to-base contact with one of her Warjacks.
- Her "Polarity Field" special rule renders her immune to charges and slams made by enemy construct models.
- Primary-Color Champion: In keeping with Cygnar's new color scheme, she is blue, gold, and white.
- Reinforce Field: Her Galvanic Shield, which improves her armor and has an internalized Lightning-powered force field to keep it durable without making it too heavy.
- Revenge: Her spell "Hallowed Avenger" gives models in her army a chance to inflict this on enemies who kill her men.
- Shield Bash: Thanks to her Power Armor she can still use her massive shield as a melee weapon to squash enemies.
- Status Effects: Her spear inflicts automatic damage to Warjack cortexes on critical hits, both with its melee attacks and its "Electrical Discharge" ranged attack.
- Stone Wall: di Baro's passives revolve around maximizing her Warjacks' armor values and making her resistant to attacks by enemy constructs.
- Tim Taylor Technology: Justified now, due to Post-Invasion Cygnaran Warjacks running off of Lightning instead of steam. di Baro's Feat, in effect, is effectively dumping more fuel into their engines.
- Weather Manipulation: Her feat, "Weathering the Storm", causes a lightning storm that powers up all the warjacks in her control range and weakens any enemy models in the same area.

Victoria Haley has risen through the ranks of the Cygnaran Army to become one of the most potent arcanists in recorded history. Her mastery over the flow of time allows her to conjure echoes of herself from the past and future to fight at her side. By her unprecedented powers, Major Prime Victoria Haley bends the fabric of time and shatters the fundamental laws of reality as she outpaces and outfights the foes of Cygnar.
Haley has five versions: Captain Victoria Haley (Haley1), Major Victoria Haley (Haley2), and most confusingly Haley3, who consists of Major Prime Victoria Haley, Journeyman Lieutenant Haley Past, and [Rank Unknown] Haley Future.
For simplicity, Haley3 will refer to the entire group of Haleys that make it up, Haley Prime will refer to the central Warcaster that can summon the other two, and Haley Past and Haley Future will refer to their respective iterations. Please also note that (as implied by her rank and title) Haley Past is not Haley1 or Haley2, but is instead a much younger version before she became a full Warcaster.
- Action Girl: Exaggerated by her third form, which thanks to her Time Master abilities is able to be an army of action girls if she so chooses.
- Anti-Magic:
- Haley1 has the innate ability "Arcane Vortex" which allows her to negate spells targeting herself and those in her immediate vicinity.
- Haley Prime has the spell "Repudiate," which deals damage and strips the Status Buffs off any enemy it hits.
- Area of Effect: Haley Past has the spell "Chain Blast," which drops one 3" diameter template, and then scatters an additional 3" diameter template onto nearby enemies.
- Artificial Limbs: She lost an arm, which was replaced with a mechanical one. After her death, she restored her arm when she regained her body.
- Ascended to a Higher Plane of Existence: The cause of Haley3. As Haley Prime died and her soul left her body, she transcended her existence and achieved enlightenment, and used her newfound Reality Warper powers to regenerate her own body and call forth iterations of her past and future selves. During the battle at Henge Hold she would ascend even further, becoming one with the timestream of Caen itself as she tried to call upon an army of her own time-clones to protect the innocent from the infernal army onslaught.
- Awesome, but Temporary: Haley Prime must spend half her FOCUS each turn to keep both Haley Future and Haley Past in pl
- Back from the Dead:
- It's pretty hard to keep the Haley sisters dead. Victoria managed to pull it off on her own, though.
- If Haley Future or Past are slain, Haley Prime can freely return them to play without the expected Grandfather Paradox
- Haley Future can straight up resurrect dead grunts.
- Bare-Fisted Monk: Haley Past's Melee weapon is listed as "Telekinesis" and her model shows her using her fists for combat.
- Braids of Action: Haley Past has a huge one to show she can kick some serious ass without a weapon.
- Cain and Abel: The Abel to her sister Deneghra's Cain.
- Came Back Strong: Haley Prime died from poison at Deneghra's hand, only to rise as a full blown Reality Warper capable of manipulating her own flesh and timeline.
- Chain Lightning: Invoked as one Haley1's explicit spells verbatim. Fittingly it deals Damage Type: Electrical and jumps to between 1 and 3 additional targets at random.
- Combat Clairvoyance: Unsurprisingly for someone who can bend time to her will, every version of Haley has some variant of this.
- Haley2 has the most explicit version, "Future Sight," allowing her to always boost rolls when she needs to and never risk wasting her FOCUS. She also shares "Future Sight" with all Warjacks under her control, letting them choose to spend FOCUS after rolling, rather than before.
- Haley1, 2, and Haley Prime have "Set Defense", reflecting their ability to predict opponent's attacks and avoid them
- Haley Past has "Raw Talent", ensuring she always does maximum damage on her attacks by striking precisely where and when the opponent is weakest.
- Deflector Shields: Haley2 has the spell "Force Field," which renders her immune to Damage Type: Blast, as well as knockdown and knockback, and allows her player to decide which direction AOE shots bounce when they deviate.
- Field Power Effect: Haley Prime has the unique spell "Temporal Distortion," which gives all allies within 5" +2 defense while inflicting -2 defense on any enemies within 5" of her.
- Flash Step: Haleys have several ways of granting this to allied models, from the spell "Temporal Acceleration" to Haley Prime's "Tactical Supremacy".
- Goggles Do Nothing: Subverted! Haley1's original sculpt actually showed her wearing her goggles (and with her hood up). Meanwhile every other sculpt of Haley, including her Haley1 resculpt, shows her with her goggles on her forehead instead.
- I Call It "Vera": Haley2 wields a new, custom, spear she's named "Echo." She keeps Echo as Haley Prime, too.
- Intangibility:
- Haley Future and Haley Past are technically "Time Ghosts", meaning they have the incorporeal tag and can only be hit by attacks with the Magical damage type.
- Haley Future can share her incorporeality with an ally through her "Ghost Walk" spell, which allows one ally to pass through enemy models and obstacles without stopping.
- Knockback: Haley Past has the spell "Force Hammer," which slams enemies up to 6" backwards at random.
- Me's a Crowd:
- Haley3 is actually Haley's current incarnation, coupled with a pair of time-paradox "ghosts" that represent her possible future and her distant past, which she can call upon at will.
- During the Battle of Henge Hold Haley managed to call upon a literal army of time-paradox ghosts of herself, summoning them endlessly until she had called so many she began to dissolve into the timestream of Caen itself.
- Mind Control: Haley2 and Haley Prime both have the "Domination" spell, allowing them to take control of an enemy Warjack. Notably, Haley canonically used this ability to kill her sister Deneghra in battle.
- Mind Over Matter:
- Haley2 has the
Game-Breaker spell "Telekinesis," which allows her to drag almost any model in the game 2" in any direction. The fact that it acts (almost, Kaiju and Colossals are immune) on any model in the game means it has incredible versatility, such as dragging models out of formation, pulling enemies closer to finish them off, pushing her own models closer as a form of Speed Shoes, dragging enemies off objectives, etc. - Haley Past technically carries no weapons, relying on her "Telekinetic Strike" to damage enemies in melee.
- Haley2 has the
-
Moment of Awesome: During the battle at Henge Hold Haley calls upon an infinite army of her own time clones to protect the refugees during the infernal onslaught. Sadly she becomes lost, dissolved into the timestream of Caen itself, in the process, but she still proved to be the greatest Time Master the franchise had ever seen in that moment. - My Future Self and Me: Her third incarnation can summon different versions of herself from the past and the future.
- Naginatas Are Feminine: Similar to Blaize above, Haley1, Haley2, and Haley Prime all carry the Cygnarian equivalent, a large sword on a stick.
- Projectile Spell: Haley1 and 2 have the spell "Arcantrik Bolt," which does nothing except act as an added ranged attack.
- Reality Warper: What Haley Prime and Haley3 effectively are. Haley Prime's death allowed her to realize the truth of reality, and like Neo she saw the threads of fate and became able to manipulate them.
- Required Secondary Powers: Because Haley Future only has a ranged attack for offense, she has the 3rd edition version of "Gunslinger," allowing her to still use her ranged attack as a melee defense.
- Resurrection Sickness: Grunts returned to life by Haley Future forfeit their combat action that turn.
- Revenant: After dying and being resurrected, Haley3 is effectively a Revenant (Haley Prime) who can call forth temporal Revenants (Haley Past and Haley Future).
- Spam Attack: Haley1's Feat gives every ally within 14" of her a free bonus attack during their turn, effectively doubling the offensive output of her entire army for a turn!
- Speed Shoes: Haley Prime has the spell "Tactical Supremacy," which gives one allied unit "Reposition: 3." With it, they can make a free bonus 3" move at the end of their turn, after moving and attacking, as long as they didn't run or fail an attempted melee charge.
- Status Buff:
- Haley1's spell "Deadeye" gives one of her units free boosted accuracy on their first ranged attack that turn.
- Haley2 has the unique "Temporal Acceleration" spell, which allows one allied model to move with +2 speed and make a free bonus attack during its turn.
- Status Effects:
- Due to their Combat Clairvoyance, enemies who try to close into melee with Haley1, 2, or Haley Prime suffer -2 accuracy on all enemy attacks, slams, and cavalry charge attacks.
- Haley1's signature spell "Temporal Barrier" inflicts -2 speed and defense on all enemies within their Control Range.
- Haley1 also has the spell "Scramble," which inflicts Disruption on an enemy Warjack, costing them all their FOCUS and barring them from getting more for a turn.
- Haley2's Feat forces between 6 and 8 enemy models at random within her 16" control range to forfeit either their movement or their attacks on their next turn.
- Taking You with Me: Subverted. Deneghra was killed by Victoria, but not before landing a blow with a poisoned blade that eventually claimed Victoria's body, only for Victoria to rise stronger than ever.
- Time Master: Haley's whole thing. Every version of her messes with time, with her power growing exponentially with each Character Development installment.
- Time Stands Still: Downplayed:
- Haleys with their unique spell "Temporal Barrier" cause all enemies in a huge range to slow to a crawl and become unable to react to being attacked for the duration.
- Haley2 has the spell "Time Bomb", which causes an opponent to slow to a crawl when struck by it.
- True Sight: Haley Future has it as an explicit ability, and grants it to her other Haleys in Haley3 as long as she's active.

A relentless predator, Buck Hasker was one of the first Warcasters to be recruited into the newly forged Gravediggers. He is the ideal commander to take full advantage of the Gravediggers' rapid deployment and unparalleled maneuverability. There is nowhere he will not lead his forces and no action he will not take to bring victory against the Orgoth. Hasker truly lives at the vanguard of the Cygnaran line, appearing without warning to strike the enemy wherever he is most needed or leading his commandos deep into enemy territory, sowing death, chaos, and confusion in his wake.
For the enemies of Cygnar, he represents an uncomfortable threat, a military leader capable of putting aside his fear and lashing out at their demonic hosts where others would falter. Striking from the shadows before fading back into the darkness of night, he is an enemy who fights ruthlessly without the need of glory. The Orgoth in particular are unaccustomed to receiving death from a knife in the back, and so for them, he is an enemy without honor, even in killing. Though he unquestionably enjoys his work, Hasker fights only to win.
Buck Hasker has a single version, Gravedigger Captain Buck Hasker
- The Aesthetics of Technology: Interestingly, as Cygnar has moved to pure-Lightning power for their Power Armor, Hasker's Trencher Power Armor still has traditional smokestacks belching fumes
- Anti-Magic: Hasker's Arcane Interference grenades automatically cancel all Status Buffs on those he hits with them.
- An Arm and a Leg: Narrowly averted a few months into his first tour. While battling in the Thornwood against Khadoran forces, a Destroyer's bombard nearly blew his arm off.
- Bald Head of Toughness: Invoked, Hasker shaves his head and is both a Trencher and a Warcaster, definitely qualifying him for this trope.
- Big Brother Instinct: Hasker was forced to raise his three younger brothers after their father was murdered by Vinter's inquisition and their mother died of fever. He's deeply protective of them to this day, and even when on missions he makes sure that his first priority, before food or sleep, is penning a letter to them so they know he's still alive.
- Chained by Fashion: Hasker's revolver has a chain lanyard on it which appears to serve no actual purpose (it doesn't allow him to invoke Chain Pain, for example) except to make him look cooler.
- The Chains of Commanding: His deep love for his brothers has also rubbed off on his treatment of his men. While he still holds them to the standards expected of a commando force, every death weighs heavily on his conscience. At night he's plagued by nightmares of their faces.
- Combat Pragmatist: Even before being inducted into the Trencher corps, Buck was used to using any means necessary to survive. This trait got him immediately snatched up into the Trencher Commandos right out of basic training, and he's put it to ever greater use in his role as strike leader of the Gravediggers.
- Concealment Equals Cover: He has the "Prowl" special rule in Warmachine and gives it to his Warjacks with his "Field Marshal" ability. As long as they have concealment, they become impossible to hit from beyond 5" away.
- Curse: He can inflict one with his "Cursed Fate" spell, causing the target to suffer -2 defense and making any hits against them an Armor-Piercing Attack that's guaranteed to deal at least 1 damage.
- Elites Are More Glamorous: Even before awakening his Warcaster talent, Hasker had served a full year in the Trencher Commandos. Notably he never served as a regular Trencher, as he was snatched up into the Commandos immediately after basic training.
- Field Power Effect:
- His spell "Escort" gives him +2 armor while he's within 3" of one of his Warjacks.
- His spell "Veil of Mists" places a cloud template that allows allies to walk through walls and other models while they're within it.
- The Generic Guy: Fans have been quick to point out his resemblance to every first-person-shooter-game protagonist of the mid-2000s since he's a bald white man with no distinguishing features. Comparisons to the default male Commander Shepard have been quite frequent.
- Gun And Sword: Well knife technically but it's really big knife, which he wields in tandem with his revolver Hand Cannon
- Hand Cannon: His weapon of choice is a revolver with a bore somewhere in the neighborhood of 2.0 caliber from the looks of it. Amusingly it still has the standard stats of a Hand Cannon most Warcasters use in-universe, though Hasker's skill with it allows him to use the "Reload" special rule on it.
- I Call It "Vera": His knife is named "Fang"
- Implacable Man: Buck has both "Unstoppable" and "Killing Spree." "Unstoppable" allows him to freely leave melee without penalty, while "Killing Spree" is essentially a superior version of Berserk, allowing him to choose to keep killing as long as there are enemies nearby, and allowing him to make a 1" move to stay within melee range of enemies. Combined these two rules make it almost impossible to stop Hasker as long as he can keep killing anything in his way.
- Knockback: His Feat places a minefield that knocks enemies down when they active the mines.
- Military Maverick: A trait which got him in trouble even in basic training ,as he was frequently considered insubordinate. Entering the Trencher Commandos allowed him to wield this trait to the benefit of Cygnar, with his independent streak encouraged through the successes it brought him.
- No Celebrities Were Harmed: He's a Warmachine version of Paddy Mayne
, an early member of and eventual leader of the SAS in WWII. Like Paddy, Hasker is a Military Maverick who was hand-picked by a higher officer for part of an elite "Parachute Unit" meant to conduct "ungentlemanly warfare" on the enemy. While Paddy would become most infamous for using jeeps and other road vehicles for his hit-and-run raids, both Hasker and Mayne are dedicated commandos with years of experience who focus on Hit-and-Run Tactics to attack a superior foe, wounding them before disappearing back into the shadows. - No One Could Survive That!: Hasker has the "Tough" special rule, giving him a 33% chance to ignore a killing blow.
- Ominous Fog: His spell "Veil of Mists" summons a cloud that blocks enemy vision and allows his forces to walk through walls and enemies with impunity.
- Perma-Stubble: In contrast to most Cygnar men who are either clean shaven entirely or Manly Facial Hair, Hasker simply has a 5-o'-clock shadow.
- Promotion to Parent: Hasker's father was killed by Vinter's inquisition, and his mother died soon after of fever as the family fell into destitution. He spent the next 16 years as parent of his three younger brothers, protecting them, scavenging for food, and begging on the streets to survive.
- Speed Shoes:
- His "Killing Spree" special rule gives him a free 1" move with each kill.
- His "Escort" spell gives all Warjacks under his control +2 speed for a turn.
- Starter Equipment: Hasker is the included Warcaster for the 4th edition Gravedigger Command Starter set, making him 4th edition Cygnar players' first Warcaster.
- Status Buff: His "Empowered Attack" grenades gain +2 to damage rolls
- Status Effects:
- Hasker's "Arcane Interference" grenades inflict "Disruption" on enemy Warjacks, causing them to lose all FOCUS and be unable to gain more for a turn
- His "Kinetic Grip" grenades inflict -2 speed on the victim
- Street Smart: After his mother died, Hasker had to resort to petty theft, begging, and scavenging to find shelter and food for himself and his brothers. This has made him exceptionally resourceful, and being captured while perpetrating one of his petty thefts is what got him into the Trenchers in the first place.
- Throw Down the Bomblet: Hasker packs a collection of grenades strapped to his belt
- Trading Bars for Stripes: As a young man Hasker was arrested for one of the petty thefts he perpetrated to steal food for his brothers. Despite his pleas, the Judge sentenced him to military service, where Hasker excelled and was finally able to provide for his family at the cost of constantly risking his own life.
- Too Many Belts: Subverted, Hasker has at least 18 belts on his person, but they're all clearly secured to pieces of armor to help keep it strapped on him. Of particular note is the pair of belts he has around his thighs, which not only secure his skirt to his legs to prevent it getting in his way, but also have a pair of carabiners to potentially secure more stuff.
- Trap Master: His Feat places a minefield anywhere within 12" of himself, which have a 50% chance to detonate every time an enemy comes within 3" of them.
- Traumatic Superpower Awakening: Though a capable commando, Hasker spent the first year or so of his tour as a mundane soldier. It wasn't until his youngest brother contracted the same fever that claimed his mother that Hasker's Warcaster powers manifested. When, in a panic, he went AWOL and snuck home, he found the military police waiting to recapture him. Desperate to see his brother before he died, he wracked his mind for anything he could use, only to touch the mind of a nearby Laborjack. Subsuming its will he had it smash through the police surrounding him, and fled into his old home just in time to witness his brother's death.
- Wound That Will Not Heal: Fang has "Grevious Wounds," inflicting this trope on those it hits.

Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack.
A 4th edition Warcaster, Huxley has only a single version, Captain Raef Huxley.
- Armored Collar of Durability: Huxley's Mini-Mecha sports the neck only variant since Helmets Are Hardly Heroic.
- Armor-Piercing Attack: The Heavy Mag Bolter has "Armor Piercing" as an inherent ability, cutting the armor value of targets in half for damage purposes.
- By-the-Book Cop: Growing up with a father addicted to gambling, Raef developed a healthy fear of risk and uncertainty. As a Warcaster and a mechanik he is extremely regimented and calculated in every decision he makes, though not to the level of being paralyzed into uncertainty.
- Conveniently an Orphan: Raef's mother was killed battling Vinter's Skorne army, and his father was murdered for his gambling debts, leaving the teenage Raef a mechanik in the Cygnaran army.
- Dismotivation: Raef's Power Armor is a prime example of his Fatal Flaw. Due to being raised by a gambling addict father, Raef is grossly risk averse. When his Warcaster talent first manifested, instead of joy he felt utter terror, because being a Warcaster entailed far more uncertainty, and thus risk, than his job as a Warjack mechanik.
- Dual Mode Unit: Huxley's Mini-Mecha has two different modes, one which is focused around flight, and the other which specializes in ground combat.
- The Gunslinger: While in Gound Assault mode, Huxley has the Vaporizer version, just with an emphasis on one horrifically powerful shot in lieu of Death of a Thousand Cuts.
- Herd-Hitting Attack: His "Ground Zero" spell allows him to deal blast damage to all models within 3" of him.
- Hit-and-Run Tactics: In "Sky Stormer" mode, Raef has the "Unstoppable" special rule to allow him to leave melee without penalty. In conjunction with his Flight and "Reposition:3" special rules, this allows him to break off melee and start blasting with his Heavy Mag Bolter at will.
- Knockback:
- The Force Shield Fist has "Beat Back" as a rule in both modes, allowing Huxley to push enemies away from him who he hits.
- Huxley's "Ground Zero" spell knocks all enemies it hits up to 6" away from him on impact.
- Jet Pack: Huxley's armor relies on a pair of enormous rocket thrusters on the back, giving him the Flight special rule in Warachine as long as he's in "Sky Stormer" mode.
- Lightning Bruiser: Thanks to his Mini-Mecha, Huxley has speed comparable to cavalry, "Reposition:3," armor superior to Cygnar Warjacks, and an armor piercing railgun for offense!
- Luckily, My Shield Will Protect Me: Part of his durability stems from the buckler mounted to his right arm.
- Machine Empathy: Raef has a unqiue expression of the Warcaster gift, as while commanding Warjacks he also can perceive impending mechanikal issues they may experience, such as impending leaks, pump failures, etc.
- Magnetic Weapons: Huxley's Heavy Mag Bolter is a railgun of some kind.
- Mana Potion: Huxley's Feat completely refills his FOCUS and allows him to allocate it to his Warjacks out of turn, effectively doubling his FOCUS that turn.
- Military Maverick: Subverted. To outsiders, Raef's willingness to bring untested Warjacks into battle is seen as a devil-may-care attitude that relies on luck to see him through the day, but in reality Raef is deeply insecure about risk and relies on his Machine Empathy to ensure he only leads Warjacks that he knows will be reliable.
- Mini-Mecha: Huxley's Power Armor is so substantial it reaches this trope. Notably, his armor value is higher than most Cygnar Heavy Warjacks.
- Mr. Fixit: In addition to being a trained Warcaster, Raef spent his early tours as a Warjack mechanik, giving him an abundance of experience in maintaining them. Unfortunately his Mini-Mecha armor is too imprecise to allow him to repair Warjacks in the field.
- No-Sell:
- His spell "Fail Safe" spell allows one of his Warjacks to ignore crippled systems.
- In Ground Assault mode he's immune to knockdown and being pushed, and his "Field Marshal" special rule shares this immunity with his Warjacks.
- Oxymoronic Being: He's a Warjack-focused Warcaster who wants to run a large battlegroup of Warjacks, but lacks the FOCUS to fuel those Warjacks. His only inherent mana efficiency spell is "Full Throttle", which needs at least three Warjacks to be worth the expense, but also takes up half his FOCUS to do so. Even in Ground Assault mode where he can upkeep spells for free, he only has a single upkeep spell natively.
- Reduced Mana Cost: While in "Ground Assault Mode" Huxley can upkeep his spells for free.
- Siege Engines: Invoked with Huxley's Heavy Mag Bolter in "Ground Assault" mode. It gains the "Siege Weapon" special rule, giving it free bonus damage against structures and 120mm models.
- Speed Shoes: While in "Sky Stormer" mode, Raef has several abilities focused around this trope. "Iron Horse" gives all his Warjacks "Reposition:5" and +2 speed on their melee charges, as well as "Pathfinder" to double their speed through rough terrain. He himself also natively has "Reposition:3" in "Sky Stormer" mode, giving him a free bonus 3" move at the end of any turn where he didn't run or fail a charge.
- Stuff Blowing Up: Huxley's "Ground Zero" spell detonates the area within 3" of himself, damaging all other models, friend or foe, within its range.
- Tim Taylor Technology: Huxley's Feat is called "Initiate Full Auxiliary Power," and allows him to completely refill his FOCUS and then re-allocate it to his Warjacks as necessary.
- Wave-Motion Tuning Fork: His Heavy Mag-Bolter is designed in this style, somewhere between a coil gun and a railgun. Fittingly, it has "Armor Piercing" in both modes, and becomes even more powerful as Raef can divert more of his Mini-Mecha's power output to it.
- The Worf Effect: The lore displays Huxley's unparalleled skill at improving mechanika by having Darius be impressed by one of his modifications to a Charger Heavy Warjack.
- Wrestler in All of Us: Due to the sheer size of his armor, Rafe's right arm has the Open Fist special rule, allowing him to grapple and throw enemies just like a Warjack.

The transition from journeyman to full-fledged warcaster is never easy, but Captain Allison Jakes earned her promotion through circumstances far beyond the scope of any ordinary trial. She now carries herself with the confidence of one who has seen the ravages of war, moving across the battlefield with a grace expressed through acrobatic stunts, nimble parries, and cunning dodges. Wielding a pair of swords, Jakes cuts through the opposition with a fluidity that speaks of her skill as a duelist and the innumerable hours she has devoted to mastering the art of close combat. As she advances downfield, she freely lashes her foes with deadly voltaic strikes, and those who fight alongside her find themselves moving with the speed of a swiftly approaching storm. With each new battle her reputation grows, and despite her youth she commands the respect of any fortunate enough to serve under her command.
Allison Jakes has three versions, Lieutenant Allison Jakes (Jakes1), Captain Allison Jakes (Jakes2), and Colonel Allison Jakes (Jakes3)
- Action Girl: A given as a female Warcaster, but Jakes also is a master duelist with her twin swords on top of that.
- Arbitrary Weapon Range: Jakes2 increases the range of all allied melee attacks within 12" of her to 2" with her Feat.
- Attack! Attack! Attack!: Jakes in both forms specializes in running a decent amount of warjacks by herself, with her transition to a full warcaster as Captain Allison Jakes being built around this strategy using a tight squad of Warjacks.
- Audience Surrogate: Allison was designed to fill this role in the Warmachine: Tactics video game, acting as an Ensign Newbie who would experience the world of the Iron Kingdoms in much the same way a newcomer to the setting would.
- "Avoid This Area" Effect: Jakes2 has the spell "Lightning Storm," which creates a 3" Area of Effect that electrocutes all models who enter it.
- Bayonet Ya:
- Jakes2 trades her shortsword for a bayonet so that she doesn't have to switch off her Hand Cannon to Dual Wield in melee.
- Jakes3 takes this to its logical conclusion, replacing both her swords with a pair of Hand Cannons with bayonets for melee combat. Oddly, her bayonets are enchanted to damage ghosts, but her guns are not.
- Blood Magic: Jakes3 harvests the life energy of enemies killed by her "Eliminator" spell to boost her own speed.
- Canon Immigrant: Jakes first appeared in the video game Warmachine: Tactics, before being released in 2017 as part of the tabletop game.
- Chain Lightning:
- Jakes2 gains this trope on her swords, allowing her to electroshock multiple enemies in melee.
- She also gives this trope to all of her allied units' weapons when she activates her Feat.
- Dance Battler: Jakes2 and 3 have become deadly enough combatants that they both have the "Acrobatics" special rule, allowing them to leap over the heads of enemies and keep moving, or stab them in the back before they can react.
- Dodge the Bullet: Jakes2 has the ability to give herself or an ally the skill "Dodge", which not only improves their chances of avoiding ranged attacks but allows them to physically move positions while doing so.
- Dual Wielding: In both forms Jakes wields a pair of swords to great effect.
- Duel to the Death: Her specialty that first brought her to the attention of Warcaster academies.
- Ensign Newbie: Jakes1 is a "Journeyman Warcaster," meaning she has an officer's rank but isn't allowed to lead armies in Warmachine, and must be paid for with points like all other non Warcaster/Warlock models.
- Field Power Effect: Jakes2 can use her spell "Positive Charge" to create a 3" radius zone around one of her Warjacks where all allied models get +2 melee accuracy and damage.
- Fragile Speedster: Though she has slightly above-average defense, every version of Jakes has below average or well below average armor, forcing her to rely on an array of mobility spells and abilities to sprint from cover to cover and outpace foes to avoid damage.
- Gameplay and Story Integration: Jakes1, 2, and 3 are all built around being extremely agile and fast combatants who zip around the battlefield from cover to cover, hitting foes hard and retreating before they can react. Per the lore, it was Allison Jakes who was chosen to define how the newly created Gravediggers would be trained and used, and it was she who built them into an elite rapid-response force that could drop from the skies and assault enemies too fast for reinforcements to react. She even hand-picked both Buck Hasker and Cynthia Rosko to lead the Gravediggers based on her own experiences in combat.
- Gathering Steam: Jakes3 has the "Synergy" spell, giving her Warjacks a stacking +1 accuracy and damage bonus for each other Warjack that hit an enemy in the same turn.
- Gender-Blender Name: Allison is a cis woman, but her last name is Jakes, a man's first name.
- Guns Akimbo: Jakes3 has given up on switching between her swords and guns by dual wielding pistols with a pair of enormous sword bayonets underneath them.
- Hand Cannon: Every version of Jakes carries at least one as her sidearm, with Jakes3 having upgraded to carrying a pair of matching examples.
- Herd-Hitting Attack: Jakes3 has learned the spell "Flashing Blade," letting her hit every enemy within 1" of herself in melee.
- Implacable Man: While her Feat is active, all allies within 12" of Jakes3 gain "Unstoppable" and are allowed to freely leave melee without penalty. This makes her army deceptively fast, as they can freely disengage models meant to slow them down, and push forward or fire off ranged shots to get to the more important enemies.
- Male Might, Female Finesse: Compared to her fellow Warmachine: Tactics Warcaster Sturgis, Jakes is known for her precision and finesse as a duelist while Sturgis is known for his overwhelming force before retreating. Compared to fellow warcasters in Cygnar she is also the one most emphasized in her grace and finesse.
- Mana Burn: The aptly named "Feedback Blade" used by Jakes2 deals 1 automatic damage to a Warcaster if it damages their Warjacks.
- No One Could Survive That!: Decades of combat all across western Immoren have hardened Jakes3 into an absolutely indominable woman. She has the "Tough" special rule as a result, giving her a 1-in-3 chance to outright ignore a killing blow.
- No-Sell:
- Every version of Allison has the "Parry" special rule or equivalent, allowing her to leave melee without penalty.
- Jakes2 and 3 grant "Parry" (or its 4th edition equivalent "Unstoppable") to all allies within 12" of themselves with their Feats.
- Jakes1 has the spell "Sidekick," which renders one of her Warjacks immune to knockdown, push, place, or slams and gives her the same benefits if she gets into base-to-base contact with them.
- Older and Wiser: Allison Jakes has grown from an Ensign Newbie into the head of an all new division of the Cygnaran military, responsible for unconventional warfare, surprise assaults, and the all-new skyships.
- Required Secondary Powers: Jakes2's Feat grants all allies within 12" of her the "Immunity: Electricity" special rule so that they won't be damaged by their own Electro Leap attacks.
- Roaring Rampage of Revenge: Jakes3 allows one of her Warjacks to make a free 3" move and attack if one of her men was damaged by the enemy the previous turn with her "Butcher's Bill" special rule.
- Speed Shoes: Jakes' signature trait regardless of version is the sheer variety of these she brings:
- Every version of Allison has the "Sprint" special rule, letting her make a full move for free if she got at least one kill in melee that turn
- Jakes1 has the spell "Energizer," letting all Warjacks under her control immediately move 2" for free
- Jakes2 shares "Sprint" with all Warjacks under her command thanks to her "Field Marshal" special rule, letting them make free moves for melee kills
- She also gives one of her models a free 2" move every time the enemy misses them with an attack with her "Bullet Dodger" spell
- Her "Escort" spell gives every Warjack under her control +2 speed for a turn.
- Jakes3 has "Side Step," letting her move a free 2" every time she hits an enemy in melee.
- Her "Butcher's Bill" special rule gives one of her Warjacks a free 3" move in revenge if the enemy damages her troops.
- Status Buff: Jakes3 gives every ally within 12" of her +2 defense with her Feat
- Sword and Gun: Jakes has a pair of swords and a pistol which she freely switches between. Jakes1 notably has the ability to attack with both her sword and gun at the same time, even in melee.
- Tim Taylor Technology: Jakes1 has access to Energizer, which increases the speed of her warjacks just by dumping power into them.
- Wound That Will Not Heal: Technological improvements mean that Jakes3 now has "Grievous Wounds" on her bayonets, inflicting this trope on her victims in melee.

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of Warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.
Kraye has a single version, Captain Jeremiah Kraye
- Armored Collar of Durability: As a mounted unit Kraye is able to wear far more armor than most infantry, he shows this by sporting a neck-only variant.
- "Avoid This Area" Effect: His spell "Countermeasure" turns one of his allied units into a 5" radius zone where enemies cannot make ranged attacks.
- Cavalry Officer: Not only does Kraye ride a horse, all his Warjacks count as cavalry.
- Counter-Attack: He has the "Admonition" spell, which allows him to mark one of his units and then give them a free 3" move when an enemy moves too close, potentially countering their charge.
- Dog Pile of Doom: Encouraged by Kraye's Feat, which applies "Beacon" to every unit in his army. Consequently every enemy model successfully hit by a weapon his army uses can now be charged for free and can be charged from further away, meaning one successful ranged attack can quickly turn into every Warjack in Kraye's army dogpiling onto the unlucky sucker.
- Foe-Tossing Charge: Encouraged by his "Iron Horse" Ability, which allows all Warjacks in his army to make impact attacks, launching enemies out of the way when they charge.
- I Call It "Vera": His Suave Sabre is called "Bitter End"
- Light 'em Up: His Feat gives all allies within 12" of himself the "Beacon" and "Flare" special rules on all their attacks, Marking enemies and stripping them of Stealth with every hit.
- Marked to Die: "Beacon" allows every ally to slam or charge into melee with the affected enemy for free, as well as increasing their movement distance to do so.
- No-Sell:
- Kraye's horse renders him immune to Knockdown.
- His spell "Jumpstart" allows all Warjacks in his control to shrug off the "Stationary" Status Effect.
- Kicked Upstairs: After the Mk. IV Time Skip, he is now high enough in the hierarchy of the Cygnaran Reconnaissance Service that he's stuck at a desk job.
- Ramming Always Works: His Feat, "Iron Horse" ability, and "Horsepower" spell all encourage his Warjacks to make "Slam" power attacks, charging into enemies and shoulder-checking them with their mass.
- Respected by the Respected: The Image quote on the right comes from Markus "Siege" Brisbane, a man famed for his single-minded determination and dogged persistence in any fight.
- Speed Shoes: His whole focus, massively improving the speed of his Warjacks to match his cavalry:
- His "Iron Horse" Ability also gives his army "Reposition:5," effectively doubling the speed of his Warjacks every turn, allowing them to move, attack, and move again. As a cavalry model he already has "Reposition: 5" himself, natively, too.
- "Iron Horse" also gives his Warjacks "Pathfinder," doubling their speed through rough terrain.
- The "Beacon" portion of his Feat gives all his allies +2 speed when charging or slamming at enemies hit by "Beacon."
- His spell "Horsepower" makes all his Warjacks faster, giving them a free +3 speed when they charge into melee or slam. This stacks with his Feat, potentially tripling the speed of his Warjacks for one turn!
- Status Ailment: His "Lock the Target" spell deals damage and prevents the victim from running, charging into melee, slamming, or being placed for a turn.
- Status Buff: Though not a Master Swordsman, Kraye is skilled enough with his sabre that it has "Brutal Charge," giving him +2 damage on all melee charge attacks with it.
- Suave Sabre: In contrast to the straightswords of his infantry fellows, Kraye carries a sabre as his sword to mark his status as a Cavalry Officer alongside his carbine.
- Tim Taylor Technology: A quirk of "Iron Horse" making Warjacks count as Cavalry is it means they no longer require his attention to improve their accuracy on the charge, meaning he's somehow found a way to make them more precise and intelligent just by supercharging their boilers to make them go faster.

A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.
Maddox has one version, Major Beth Maddox
- Action Girl: Twofold. She qualified as a Storm Knight before her Warcaster potential was realized, then she became a Warcaster proper while still qualified as a Storm Knight.
- Arbitrary Weapon Range: She has the spell Snipe, which allows her to extend a unit's attack range.
- Armor-Piercing Attack: Beth's melee attacks automatically destroy 33% of a Warjack's cortex on a critical hit, regardless of the armor value it has.
- Balance Buff: In November 2020, Beth gained the "Resourceful" special rule, allowing her to upkeep her spells for free and drastically reducing her FOCUS expenditure.
- Brutal Honesty: Something she displays due to her utter contempt for the normal officer corps of the Cygnar military. She's only become more so as the Cygnar military leadership try and force her to play politics rather than getting back to the trenches with her men.
- Chainsaw-Grip BFG: Tempest, her personal Storm Rod.
- Chain Lightning: Tempest is able to do this with its ranged attacks thanks to its "Electro Leap" special rule.
- Cold-Blooded Torture: Was subject to this at the hands of the Protectorate Of Menoth. She never gave up any information of value.
- Comic-Book Fantasy Casting: Official art depicts Beth Maddox closely resembling Alecia Beth Moore Hart, better known as P!nk.
- Dog Pile of Doom: She has "Flank: Storm Knight," encouraging her to both take squads of Storm Knights (even though she can also be included in the Trencher armies) and to dogpile onto the same target as her Storm Knights so she can get +2 melee accuracy and free boosted damage.
- Excuse Me While I Multitask: After her Balance Buff, Maddox is capable of maintaining 80% of her spell list on allies without spending any FOCUS, even when she's in the middle of melee combat.
- Field Promotion: Downplayed in her role as a Warcaster, as she technically went to a Warcaster academy to learn her trade after her potential was discovered while she was in the Storm Knights. However said Academy was Point Bourne, the center of a massive warzone, and her Warcaster training was extremely accelerated.
- Great Escape: Imprisoned for four years under torture by the Protectorate, she staged a prison break and fled into the desert.
- Knockback: The foundation of her Feat, allies knock enemies backwards with every hit.
- Kryptonite Factor: Downplayed, but the fact that most of her spell list is upkeep spells, enemies who have the ability to cancel upkeeps are a serious problem for her.
- Master of None: One of her big weaknesses. Because 80% of her spell list is upkeep spells, spells designed to sit on the same unit turn after turn, she wants to be casting support spells. However, when she's in melee combat she needs to be spending her FOCUS on fueling her Warjacks and buying additional attacks to ensure she kills the enemies facing her. Thus, while she technically can do everything well, you don't want her to be doing most things besides hanging back and casting her buffs on allied models.
- Military Maverick: In line with her Sergeant Rock and No One Gets Left Behind features below, she continues to ignore military protocols and demands at her whims to ensure the safety and success of the men under her command.
- No One Gets Left Behind: A mentality she developed as a result of her escape. Over 200 miles across an open desert she kept all the prisoners she'd escaped alongside together and alive, before being found by Jeremiah Kraye battling Menites in a village.
- No-Sell: Her spell list is built around providing variations on this
- Onslaught allows all models near her to ignore difficult terrain for charging
- Dauntless Resolve allows a unit of models to improve their armor value and gain Tough.
- Propaganda Hero: Her escape from the Menoth prison was used as an opportunity to turn her into this, promoting her from Captain to Major and forcing her to go on a public tour to drive military recruitment.
- Reduced Mana Cost:
- Her "Resourceful" special rule allows her to upkeep spells for free.
- Her spell "Assail" lets one of her Warjacks make slams, tramples, and melee charges for free.
- Required Secondary Powers: To protect herself from the "Electro Leap" her Tempest can do, she has "Immunity: Electricity."
- Sergeant Rock: Despite her rank of Major nominally putting her closer to a different trope, she's closer to this due to her rules and lore emphasizing her close working relationship with the Stormguard. While she can command armies, she's most at home working with a tight knit group of Storm Knights as a a mother to her men. She also despises the upper echelons of the Cygnarian military and commissioned officers due to perceiving them as disconnected from the men in the trenches and works hard to learn the names of anyone she commands.
- Spam Attack: Her "Quick Work" special rule allows Maddox to make a free shot with her Storm Strike if she kills an enemy with a melee attack that turn, doubling her offensive output for free.
- Speed Shoes:
- "Assail" gives the Warjack it targets +2 speed for all its slams, tramples, and melee charges.
- "Onslaught" doubles the speed of Maddox herself and all allies when they charge into melee through rough terrain.
- Starter Equipment: She's the 3rd edition battlebox Warcaster, meaning that for most people learning the game in 3rd edition she will be their first Warcaster.
- Status Buff:
- Status Effects:
- Her "Storm Strike" ranged attack deals "Disruption" to enemy Warjacks on a critical hit, causing them to lose all FOCUS and be unable to gain more for a turn.
- Maddox can also inflict Disruption with her "Electrical Blast" spell

Known for his flamboyant moustache, colorful scarf, and custom-outfitted assault strider, McCoy brings explosive enthusiasm to the battlefield — and not just because he loves detonations. From his slim frame, jocular demeanor and an outrageous handlebar moustache that nearly matches the audacity of his brightly colored scarf, few would suspect Connor McCoy to be a soldier of considerable skill, much less a Warcaster. But underestimating him is a mistake only possible to make until witnessing him on the battlefield, where the fusion of his passions and a broken heart produce astonishing victories over Cygnar’s enemies, time and time again.
McCoy is a 4th edition Warcaster. He has a single version, Captain Connor "Boom Boom" McCoy
- Attention Deficit... Ooh, Shiny!: While training to be a Warcaster at the Cygnaran Academy, Connor was legendary for his utter inability to focus on anything other than explosives and big guns. Even after years of training and an apprenticeship under Siege Brisbane himself, McCoy still has a reptuation for being easily distracted, though not quite to the detriment he once had.
- "Avoid This Area" Effect: His "Inhospitable Ground" spell turns all terrain within 12" of himself into rough terrain for enemies, halving their movement speed.
- BFG: Connors weapons of choice, for himself and his warjacks, have always been the largest guns he could acquire. Limited by the strength of his own Power Armor, he eventually upgraded to commanding a proper Spider Tank to satiate his thirst for ever bigger guns.
- Blown Across the Room: The Organ Guns mounted on the sides of his Assault Strider have the "Thunderbolt" special rule, knocking enemies up to 3" backwards with each hit.
- Bunny-Ears Lawyer: To a degree almost as extreme as Allister Caine! As a trainee, McCoy was prone to getting distracted the second anything explosive came into view, as a Journeyman Warcaster, he struggled with the duties at the front, particularly managing logistics and the battlefield demands, as a full Warcaster he was overly cautious and hesitant, preferring long range artillery to frontal assaults, and finally, when he was brought onto the Assault Strider project, his demands set the already-delayed project back a year. But in the end, his demands proved valuable, producing a far more nimble war machine that could provide rear-guard artillery support and frontal assaults, could deploy via parachute, and offered the Gravediggers the tools they truly needed once they hit the dirt.
- Closest Thing We Got: During his service in the Infernal War McCoy would have been drummed out for incompetence due to his focus on artillery and BFS attacks saving lives but costing ground to the enemy. Despite his general inferiority as a leader, though, his Warcaster talents were rare enough and the situation dire enough that he remained in command of troops despite numerous so-called "defeats".
- Demolitions Expert: Connor McCoy has been an avid fan of explosives since he was a child. Possessing an unusual deference to safety, the young McCoy made sure never to detonate any of his experiments within city limits, but his preference for ever bigger explosions still had a tendency to shatter windows in town.
- Distaff Counterpart: He is essentially Cygnar's version of Eira Mackay, being a man acting as a tank commander with a preference for long range artillery, who is also a Warcaster.
- Fate Worse than Death: McCoy had the misfortune of losing his parents to the infernals, knowing their souls were devoured by the invaders, never to receive Morrow's grace in the afterlife.
- Foe-Tossing Charge: Due to the size of the machine, Connor's Assault Strider grants him the "Bulldoze" special rule, allowing him to engage in this trope at will
- From the Mouths of Babes: As a child McCoy got into serious trouble after he illegally modified a workshop Laborjack's powerplant to go faster. Upon questioning, he admitted he did so because the Laborjack had reached out to his mind and begged to go faster. In that moment, the child McCoy had accidentally revealed to his parents and his town that he was a born Warcaster, thus effectively condemning him to a lifetime of service to the Cygnar military.
- Heroic BSoD: After the horrors of the Infernal War, McCoy suffered extreme PTSD. Without battle to distract him anymore, he was left wallowing in the nightmares he had witnessed, men's souls torn from their bodies, entire cities consumed by the invaders.
- Knockback: Its sole melee attack, ramming enemies, knocks them down on a critical hit.
- Manly Facial Hair: Connor's a powerful Warcaster with a love of explosives, and sports the large handlebar mustache to prove it.
- More Dakka: In addition to the Mortar mounted to its turret, the Assault Strider mounts a pair of "Organ Guns", enormous volley guns, to the sides of its hull which fire in barrages.
- Non-Indicative Name: The "Heavy Mortar" lacks the "Arcing Fire" special rule expected of a Mortar type weapon. This means it can only fire directly, never over terrain or walls.
- No-Sell: Due to being a Spider Tank, the Assault Strider he pilots has both "Steady" and "Sturdy," rendering McCoy immune to pushes and knockdown.
- Onrushing Army: Invoked with Connor's Feat, which turns all members of his army within 12" into cavalry and massively boosts their speed to allow them to rush down the enemy.
- Power Incontinence: As a child McCoy illegally modified an old Laborjack at the request of its cortex. Unfortunately, its aged mind wasn't capable of keeping up with its new speed, resulting in the machine accidentally ploughing into another Laborjack and damaging the workshop where it operated.
- Ramming Always Works: The Assault Strider's only melee weapon is to physically ram enemies with its "Bash" attack.
- Reduced Mana Cost: McCoy's "Fire For Effect" spell plays with this. At first it's vastly more expensive for its effect, costing 3 FOCUS to gives one model boosted accuracy and damage (which costs just 2 FOCUS). However, as an upkeep spell, he can maintain it indefinitely for just 1 FOCUS, meaning that by turn three he's come out ahead on the FOCUS cost.
- Short-Range Long-Range Weapon: Despite being a pair of BFG volley guns, the Organ Guns have the "Pistol" special rule, allowing McCoy to blast enemies in melee with them.
- Speed Shoes:
- As part of the modifications he demanded, McCoy made the Assault Strider a far more agile machine. It has the "Reposition:2" special rule, allowing it to move and fire and move again.
- Connor's Feat gives all his allies within 12" +2 speed for a turn and the "Reposition:5" special rule.
- Spider Tank: He commands an Assault Strider, a four-legged walker with a tank turret on top.
- Stuff Blowing Up: Unsurprisingly with a nickname like "Boom Boom," McCoy loves explosives and has his entire life.
- Tank Goodness: McCoy's lifelong obsession with artillery is precisely what allowed the Assault Strider he commands to find its niche. Its quadrupedal nature was a concern to Allison Jakes that it would be too slow for a rapid-deployment parachute force, but McCoy proved (with Hasker's encouragement) that the weapons platform could provide precise, mobile artillery support that conventional field guns could not.
- Target Spotter: In addition to his Warcaster abilities, McCoy acts in this role for his Assault Strider, identifying priority targets and directing his crew to fire on them.

Sebastian Nemo's myriad innovations from the storm chamber to the modern colossal have given Cygnar a crucial technological edge over its enemies. Promoted to the rank of Artificer General, Nemo now holds authority over all Cygnar's military industry, and he wields his nation's most advanced weaponry. Nemo's assistant, Storm Chaser Adept Caitlin Finch, takes to the battlefield at his side, utilizing precisely tuned mechanical apparatus to augment Nemo's command over warjacks to unparalleled mastery.
Saved from certain death for an uncertain future, Nemo’s newfound purpose in life is to save humanity from the threat of the infernals. With his soul encapsulated in a machine designed by the Convergence, he is driven to escape with as many as he can, regardless of where they may find themselves when the end comes.
Nemo has four versions: Commander Adept Nemo (Nemo1), General Adept Nemo (Nemo2), Artificer General Nemo & Storm Chaser Finch (Nemo3), and Artificer Prime Nemo & Arcane Mechaniks (Nemo4)
A fifth version of Nemo, Nemo, Ordinator of Electrogenesis, exists as a What If? version where Nemo was forcibly kidnapped by Convergence and subjected to the Soul Transference process, turning him into a mundane-if-powerful Warcaster for their faction. This version is both non-canon and totally illegal in tournament play. And serves as a bit of foreshadowing for Nemo's eventual fate, though Nemo5 shares little, if any, resemblance to his other incarnations.
- Blown Across the Room: Nemo4 has "Thunderbolt" on his ranged attack, pushing enemies up to 3" backwards with every shot.
- Bullet Dodges You: He has "Deceleration," a weakened version of Neo's ability, which slows bullets and projectile attacks to make it harder for them to penetrate the armor of allies within his control range.
- Cap Raiser:
- Nemo1's "Arcane Accumulator" special rule allows him to exceed his normal FOCUS allotment each turn by gaining Power Tokens from other models casting spells within 14" of him.
- His "Field Marshal: Supercharged" special rule also allows his Warjacks to have 4 FOCUS at a time instead of the usual 3.
- Chain Lightning: Nemo is the grand architect of this trope being such a mainstay of Cygnar's military might, being the guiding mind behind the development of its galvanic weapons and technologies:
- Unsurprisingly, Nemo1 and 3 have this as a verbatim spell "Chain Lightning," and Nemo2 has "Electrical Blast," which doesn't jump but does deal the "Disruption" Status Effect.
- His "Lightning Shroud" spell that he has in various forms gives one of his Warjacks "Electro Leap" on its weapons, allowing its melee attacks to inflict this trope too.
- Nemo3 also has "Lightning Generator" on his new Tempest Accumulator, allowing it to fire a Chain Lightning blast as a conventional ranged attack that arcs to multiple foes.
- Nemo3's assistant Finch also has "Electro Leap" on her ranged attacks with her Tuning Fork. Together they can spit out potentially four Chain Lightning attacks per turn, just by themselves!
- Cold Ham: Despite looking like that, he is extremely serious and calm under pressure.
- Cool Old Guy: Nemo is positively ancient by Warcaster standards and is a friend and mentor to most of Cygnar's own Warcasters. Even at the apex of his rank, Lord General Stryker still defers to Nemo.
- Counter-Attack: Nemo4's "Watcher" spell lets one of his Warjacks make a free move and attack whenever an enemy gets within 6" of Nemo himself.
- Cyborg: Though the level of bodily conversion Nemo has is unclear until Artificer Prime Nemo, who is a full body conversion thanks to the Soul Transference.
- Einstein Hair: As is to be expected of an Einstein expy.
- Energy Absorption: Nemo1 and Nemo2 have their own unique versions of this. Commander Nemo can absorb magic spells cast within the area around him, while General Nemo can reabsorb FOCUS from his own Warjacks if necessary.
- Energy Ball: Nemo1 fires Ball Lightning as his ranged attack, a real phenomenon!

- Energy Being: What Artificer Prime Nemo has become as a result of undergoing the Soul Transference process. It's given him powers that border on Reality Warper as a result.
- Energy Donation: Nemo2 has the unique special rule "Focus Matrix," allowing him to allocate FOCUS at any time during his turn, rather than only at the start
- Expy: He looks like Albert Einstein, is the smartest scientist in Cygnar, has redefined the fields of Warjack science and Lightning Generation, and eventually becomes capable of manipulating Special Relativity.
- Flash Step: Weaponized, Nemo4 can use his "Spatial Vortex" to electrocute all enemies within 2" of himself and then teleport 3" in any direction.
- Fold the Page, Fold the Space: Invoked with Nemo4's "Fold Space" special ability, which lets him resurrect 1-to-3 allied grunts at random by physically tearing open a hole to Urcaen and returning their souls to life.
- Deflector Shields: Nemo2 can grant these to units with his "Polarity Shield" spell.
- Dramatic Deadpan: Despite his appearance he is known for keeping a stiff upper lip even in the face of impending annihilation. He can report on the worst situations with the calmest of intonations.
- Frontline General: To an impressive degree given his advanced age, a fact which costs him his physical body during the Infernal Invasion, forcing him to undergo Soul Transference to survive.
- Gadgeteer Genius: His understanding of Warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in Warjack cortex and weapons technology. Notably, even after having one of his Galvanic Generators to study with the Thunderhead Heavy Warjack, the best experts from several different factions still fail to replicate his work, instead reverse engineering a weaker version that isn't a perpetual motion machine.
- Genius Ditz: The Soul Transference has cost him some of his legendary attention to detail, represented in game by a significant reduction in his FOCUS stat and the loss of several abilities he used to fuel himself further.
- Humongous Mecha: Nemo's new form after undergoing the Soul Transference is a large spheroid mechanical frame with a huge gaping maw to fire spells out of.
- Hyper-Awareness: What Commander Nemo has, allowing him to allocate more FOCUS than anyone else in the game to his warjacks.
- I Call It "Vera": Nemo2 has upgraded his Lightning Rod, and now calls it "Fulger." Oddly, he stops naming his weapon again by his third iteration, presumably because he keeps upgrading or replacing it too fast to grow any sentimental attachments to it.
- Knockback:
- Nemo3 has the spell "Force Hammer," which blasts enemies up to 6" backwards on impact.
- On a critical hit with his ranged attack, Nemo4 doesn't just knock his target back but also knocks them down to boot!
- His Arcane Mechaniks also have "Critical: Knockdown" on their stun glaives.
- Luck Manipulation Mechanic: The Archane Mechaniks following Nemo4 can use their "Super Tune" action to give Nemo himself a bonus die on his electrical accuracy and damage rolls, then drop the lowest value.
- Mana Potion:
- Nemo2's Feat refills every Warjack under his control of their FOCUS and nothing else.
- Nemo4's assistant Archane Mechaniks can give one of his Warjacks a free FOCUS with their "Recharge" special action.
- Mecha-Mooks: Thanks to Finch doubling any FOCUS he applies to Warjacks, Nemo3's armies will consist of an absolutely comical amount of Warjacks. Under 3rd edition rules Nemo can technically have up to 7 Warjacks fully fueled every turn, on top of any number of Warjacks he can afford to spend game points on. Theoretically Nemo3 can plausibly bring eighteen Warjacks to a 100 point game and keep them operational, while most Warcasters will struggle to keep 3 Warjacks fully fueled in a single match.
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Moment of Awesome: After decades of service to Cygnar, his body growing old and weakening, his mind beginning to soften, Nemo feared death would soon claim him just as Cygnar faced its greatest hour of need. Even after his daughter preserved his soul in a new body, the realities of the Claiming would push his new Battle Engine form to its absolute limit at the Battle of Henge Hold. Beaten and broken, he roused his new form one final time to pull a You Shall Not Pass! against Zaateroth, Weaver of Shadows alongside his daughter and his ex-wife. - Mook Commander: Nemo2 has a greater focus on this role, with his "Veteran Leader" special rule improving the accuracy of Stormsmiths just by being within 9" of him.
- Mr. Fixit: The Arcane Mechaniks that accompany Nemo4 help regulate his abilities but also keep his new Battle Engine repaired in the heat of battle.
- Nerf: Nemo's forms have suffered an indirect one with the removal of Force Allowance: Unlimited in 4th edition. Where once he could bring up to 18 Warjacks by taking the cheapest option 18 times, because of the hard cap on 4 (or 8 in some cases) of the same Warjack, he has to diversify his picks and can bring a maximum of only about 13 Warjacks at a time due to their higher points costs.
- Never Found the Body: After the 10 year Time Skip, Nemo is believed dead by Cygnar, but given the nature of his existence in his fourth form, while his Last Stand wasn't looking good, there's no guarantee he was killed either.
- No-Sell:
- Nemo2's "Fail Safe" spell allows a Warjack to ignore its crippled systems and use them normally.
- His spell "Polarity Shield" also renders one unit immune to melee charges or slam power attacks.
- Nemo3-] can render every Warjack under his command immune to Knockdown, [[WeaponizedTeleportation Place]], Push, or Slam attacks with his "Magnetic Field" spell. * OldSoldier: Nemo's hair was greying in his first incarnation, and he's only aged harder as the wars with Khador and later [[spoiler: the Infernal Invasion]] take their toll on him. He refuses to give up nonetheless, leading from the front to command warjacks and the lightning against the enemies of Cygnar. * RealityWarper: Downplayed. [[spoiler: [=Nemo4 has the ability to resurrect the dead, tear open wormholes, and convert himself entirely to pure electrical energy to Flash Step, performing a Tele-Frag on enemies in his way.]]
- Reduced Mana Cost:
- Finch allows Nemo3 to upkeep one of his spells for free with her "Fine Tuning" special rule.
- She also allows him to allocate 2 FOCUS for the price of 1 with her "Power Booster" unique special rule.
- Required Secondary Powers:
- Nemo's "Lightning Shroud" spell in his various forms gives the Warjack it affects "Immunity: Electricity," specifically so that it won't be damaged by its weapons gaining Electro Leap.
- Amusingly Averted by Nemo1, who lacks "Immunity: Electricity" like all his later variants, and thus can theoretically end up damaged by his allies using "Electro Leap" attacks!
- Robot Master: Nemo has revolutionized the field of Warjack development and is behind some of the more successful and bleeding edge designs.
- Shock and Awe: In a faction built around this Nemo exaggerates it. Nemo1 can call lightning storms, Nemo2 can wreathe himself and others in cloaks of lightning, Nemo3 takes the abilities of his predecessor forms and increases their damage output, and Nemo4 can explicitly fold space due to his master of one of the fundamental forces of nature.
- Shout-Out: Artificer Prime Nemo has the ability to fold space and alter reality as a result of his control of strong and weak nuclear force, the same ability that Hei eventually realizes he has
- Soul-Powered Engine: After the infernals killed Nemo's physical body, the Convergence saved his soul via their transference process and uploaded him into a mechanical body, which is treated in-game as a battle engine.
- Speed Shoes:
- Nemo1 and 2 have the spell "Energizer," which forces all Warjacks in his control to move 2" for free.
- Nemo4 has the "Locomotion" spell, giving one of his Warjacks 1" of free movement for every FOCUS he spends to cast the spell.
- Squishy Wizard:
- Nemo1 has less armor, defense, and health than most Warcasters despite his Warcaster Power Armor, due to his advanced age. At the same time he's one of the single most powerful spellcasters in the game thanks to his mastery of galvanic technology.
- Nemo2 loses most of these weaknesses, but still has below average health and remains a dedicated spellcaster.
- Nemo3 shares his previous version's low health, with the added problem that Finch is a dedicated Support Party Member for him who is even more fragile than he is.
- Nemo4 finally averts this due to his Battle Engine, but his Arcane Mechaniks are even more fragile than Finch was, due to their armor just being protection from their galvanic generators, not full Warcaster Power Armor.
- Status Buff:
- Nemo2's "Fail Safe" spell gives one of his Warjacks +2 armor for a turn.
- Nemo3's Feat gives every ally using electrical damage against enemies within 14" of Nemo himself free boosted damage rolls.
- Nemo4's Arcane Mechaniks can use their "Recharge" action to remove "Disruption" from one of his Warjacks
- Status Effects:
- Like his fellow galvanic technology users, Nemo's melee attacks have "Disruption," stripping all the FOCUS off any Warjacks he hits and preventing them from getting more. Because of his superior skill with galvanic technology, Nemo's melee attacks always inflict this, rather than merely on critical hits.
- Nemo1 has "Voltaic Snare," which does no damage but inflicts -4 defense on any Warjacks it hits and prevents them from running, charging into melee, slamming, or trampling for a turn.
- Warjacks hit by Nemo2's Galvanic Bolt ranged attack cannot move and suffer -4 defense, and all Warjacks within 2" of the original can't run, charge, slam, or trample either!
- Thinking Up Portals: Nemo4 has the almost-unique "Opening the Gate" special rule, allowing him to teleport in a living solo once per game. Notably, he doesn't have to pay for this model, though due to being a "Battlegroup Controller" rather than a full Warcaster, he doesn't get a Feat.
- Tim Taylor Technology: Explicitly invoked with the "Energizer" spell, which causes Warjacks Nemo commands to move faster by supercharging them.
- Tranquil Fury: One so effective he can cowtow even Lords and Generals with a single sentence.
- Weather Manipulation: Nemo1, 2, and 3 all have feats that are built around this. Nemo1 in particular literally calls down a lightning storm around himself for his feat.
- What the Hell, Hero?: Delivered one to Stryker, as mentioned above.

The daughter of the legendary warcaster, Allister Caine, Cyn inherited both his gift as a warcaster as well as a gunmage, though she has distinctly different tastes in firearms.
A 4th edition Warcaster, Rosko has only a single version: Captain Cynthia "Cyn" Rosko
- Action Girl:She's a Warcaster and one of the faces of the new elite Gravediggers regiment.
- The Aesthetics of Technology: Like Hasker, her Trencher Power Armor has old-fashioned smokestacks while the rest of Cygnar's forces run on lightning. This gives her a more gritty feel befitting a Trencher.
- The Artful Dodger: Grew up under the protection of one of Caine's old criminal buddies, and put her skills to use when kidnapped by Cryx. She'd already swiped the key to her cell and was in the process of escaping the building she was initially held in when her father's rescue mission found her.
- Affirmative-Action Legacy: She fills much of Caine's role in Cygnar's military, as a Gun Mage warcaster, and is a woman.
- Area of Effect: Her spell "Shadow Step" inflicts the "Shadow Bind" Status Effect on all enemies within 2" of her when she casts it.
- Badass Family: Caine was so legendary he's known as "The Hellslinger", and Rosko definitely keeps up the family tradition with her anti-armor rocket launcher.
- Badass Long Coat: Like all Trenchers, she wears a trenchcoat under her armor. Her's has conspicuous holes around the edges from all the combat she's seen.
- BFG: In contrast to her father's role as The Gunslinger she prefers a Rocket Launcher.
- Blood Magic: Her "Attack Type: Blood Boon" lets her harvest the energy of killing an enemy to cast a spell for free.
- Flash Step: Cynthia's spell "Shadow Step" lets her teleport up to 3" away when she casts it.
- Goggles Do Nothing: Hence why she keeps 'em on her head instead of over her eyes.
- Hunter of Monsters: Thanks to her childhood kidnapping, Cyn specializes in killing the undead. In Warmachine she even has the "Oath of Vengeance" special rule, giving her +2 accuracy and damage against undead models.
- I Call It "Vera": The runes on her rocket launcher name it as "Witch Hammer"
- Intangibility: Enemies hit by her "Curse of Shadows" spell allow all models to pass through them, eliminating their ability to body block those behind them.
- Locked into Strangeness: As a child Cynthia was kidnapped by Cryx. The brief period she was their captive permanently dyed a stripe of her hair green.
- No One Could Survive That!: After surviving being imprisoned by Cryx as a child without having her soul destroyed, and then later surviving Gravedigger training, Cyn unsurprisingly has the "Tough" special rule. Anytime she would be killed, there's a 33% chance she'll live regardless.
- The Paralyzer: Her "Shadow Step" spell prevents the target from moving for a turn.
- Run-and-Gun: Invoked as an explicit ability Cpt Rosko has, allowing her to double her movement speed if she kills an enemy with her rocket launcher that turn.
- Spam Attack: When she activates her Feat, she and all her Warjacks get to make either a bonus melee or ranged attack for free.
- Speed Shoes:
- "Run and Gun" lets her double her move speed if she kills an enemy with her rocket launcher that turn
- Her Feat gives all allies within 12" of her the "Swift Hunter," special rule, letting them move 2" for free if they killed an enemy that turn.
- Her "Admonition" spell lets one ally move 3" for free when an enemy ends their movement within 6".
- Status Buff:
- Rosko's "Attack Type: Brutal Damage" gives her a free bonus damage die against enemies she hits.
- Her "Brutal Charge" on her trench blade gives her +2 damage to all charge melee attacks
- Status Effects:
- Cynthia's "Attack type: Crater" inflicts -2 speed on all targets hit for a turn.
- Her spell "Curse of Shadows" inflicts -2 armor on the target.
- "Shadow Step" inflicts -3 defense on the victim.
- Too Many Belts: Subverted, as with Hasker she has 19 belts on her outfit, however they all very clearly hold up pieces of armor or clothing. Unlike Hasker she lacks the additional anchor tethers on her thighs, but seven of the belts on her torso are to tie up her leather undercoat in a nod to the real life Victorian style.
- Weapon-Based Characterization: In contrast to Buck who prefers to Dual Wield his knife and Hand Cannon, Cyn's enormous rocket launcher forces her to use the comparatively small knife for melee, as a BFG is simply too unwieldy up close.

Captain Kara Sloan goes to war as a one-woman rifle brigade. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to unleash a barrage of unparalleled accuracy and power simultaneously. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor.
Sloan has a single version, Captain Kara Sloan
- Anime Hair: Somehow that massive cowlick does nothing to impact her accuracy
- Arbitrary Weapon Range: Sloan's "Fire Group" spell gives every Warjack under her control +2 range on their guns for a turn.
- Ashes to Ashes: Her "Dust to Dust" spell causes any enemy infantry it kills to burst into a 3" diameter cloud of dust that blocks line of sight.
- BFG: Spitfire was built to her exact specifications, and is capable of See the Invisible and automatically has boosted damage, giving the ability to threaten even the most heavily armored warjacks and infantry.
- Cold Sniper: Her professionalism and coolness under pressure is so legendary it impressed Siege Brisbane immediately upon accepting her as his trainee. She also keeps herself coldly isolated from her troops, maintaining professional detachment from the men she must order to their deaths.
- Counter-Attack: Sloan's "Return Fire" spell lets one of her models make a free attack when the enemy hits them with a ranged attack. Oddly, this can be a melee attack, even if they get shot.
- Emergency Weapon: Her sword is one of the weakest weapons in the game, and can't even reliably defeat fabric to kill enemies. If she's using it something has gone horribly wrong.
- Expy: Her "Sloan Ranger" variant sculpt turns her into a Distaff Counterpart to The Lone Ranger
- Fallen Hero: In what's intended as a plausible What If? scenario, Sloan is the Cygnarian Warcaster who is allowed in the Heart of Darkness Infernal themed army, meaning there is a situation where she might sell her soul to the Infernals in exchange for power.
-
Game-Breaker: Ironically, in the early days of 3rd edition Sloan was known for running an entire army of Hunter Light Warjacks. While they had few individual attacks, their enormous base range and Armor-Piercing Attack allowed her to snipe the enemy's army before they could do anything about it. This resulted in an enormous nerf to the Hunter in 2017, removing its "Advance Deployment" special rule and reducing Sloan's subsequent range advantage by almost half to encourage her to rely on Death of a Thousand Cuts Warjacks instead. - Hero Killer: She managed to shoot Khador's Supreme Kommandant Irusk during Khador's assault on Point Bourne.
- Hitman with a Heart: Despite being a Cold Sniper she struggles with the bloodshed of combat and what she sees as her own moral failings in breaking Cygnar law by carrying on a relationship with her subordinate.
- Hunter of Monsters: Part of the reason Sloan commissioned Spitfire was to allow her to threaten Warjacks and Warbeasts, and she turns her Warjacks into snipers of the first order for this purpose.
- I Call It "Vera": Spitfire, her custom rifle built to her precise demands.
- Improbable Aiming Skills: She has "Weapon Master" on Spitfire, giving her free boosted damage on all her attacks with it due to her incredible skill.
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Limited Special Collector's Ultimate Edition: Kara has a minicrate-exclusive variant sculpt called the "Sloan Ranger," which replaces Spitfire with a scoped hunting revolver and her sword with a knife. - Master of None: While at first glance her spells and kit seem built around making her shooting Warjacks more capable, due to her average FOCUS stat she struggles to supply her Warjacks with FOCUS and cast spells, forcing her to prioritize one spell at most per turn, and often casting none of her spells due to how situational they are.
- Meaningful Appearance: Official art shows her backed up by a Cyclone Heavy Warjack. Since her only mass-Warjack spells improves their accuracy and range, but not their damage, Sloan is best run in command of Warjacks with a lot of attacks, even if they're weak, to drown the enemy in Death of a Thousand Cuts and get the most use out of her limited FOCUS.
- More Dakka: Her Feat increases the range of all her Warjacks and gives them an additional ranged attack for that turn, doubling her Warjack's ranged output.
- The Musketeer: In melee she carries a sword, but Spitfire is so large she has to switch it out to use her blade.
- Names to Run Away from Really Fast: A rifle called "Spitfire" in the hands of a trained sniper.
- Reduced Mana Cost: Her Feat lets her cast her most expensive spell, Guided Fire, for free.
- Secret Relationship: She has a relationship with Trencher Commando William Raddick.
- Skill Gate Characters: Being a sniper who struggles to fuel an abundance of Warjacks and lacks support for non-Warjacks in her army, she's exceptionally lethal in small games played by new players with few models, but larger game sizes cause her to struggle to deal enough damage before the enemy can Zerg Rush her.
- Speed Shoes: Her spell "Refuge" lets one of her allied models make a free full move when the enemy hits them with a ranged attack.
- Status Buff: Her spell "Guided Fire" gives every Warjack under her control free boosted ranged accuracy rolls for a turn.
- True Sight: Literally, she grants her Warjacks the ability to see through invisibility, obstructions, and camouflage as this trope, verbatim.

A 4th edition Warcaster, Sparkhammer has only a single version: Master Mechanik Adept Figmund Sparkhammer
- Chain Lightning: Maelstrom's melee hits cause this.
- Crossing the Desert: Sparkhammer's "Sunhammer" spell lets him inflict this on enemy warjacks and warbeasts who try and advance more than 1" while in his control area, causing them to suffer a small amount of damage just from moving.
- Earthquake Machine: Or spell in this case, "Inhospitable Ground" turns the ground around Sparkhammer into rough terrain for a turn, but only for enemy models.
- Einstein Hair: Though his is closer to Wolverine with its pronounced spikes and long side burns, it's still white and designed to showcase his intellect as an engineer.
- Fantastic Racism: Despite his incredible skills as a Mechanik he's only a Master Mechanik Adept because of his species.
- Humongous-Headed Hammer: One that's almost as big as he is. It's so big it has a lightning generator from a Colossal built into it.
- Knockback: Unsurprisingly for a hammer that big, Sparkhammer's weapon "Maelstrom" can send enemy models flying on each hit.
- Megaton Punch: His spell "Jackhammer" lets him cause a Warjack to deliver one, even if its turn is over.
- Moveset Clone: Played with. His main gimmick revolves around his Arcane Machinery effects, a selection of special abilities which he gets to activate one of every turn. His Feat's first ability causes all of these Arcane Machinery effects to trigger at once. This is the same gimmick and Feat effect as OldWitch2 and 3 of Khador. It's played with as Old Witch is piloting a Humongous Mecha and counts as a Battle Engine in those forms, while Sparkhammer is a small-based infantry model, giving them a fairly different set of other rules outside of their gimmick.
- Our Dwarves Are All the Same: Sparkhammer is Rhulic, the Immoren equivalent of a Dwarf. He specializes in warhammers and is a master of repairing Warjacks and machinery.
- Reduced Mana Cost: Sparkahmmer's "Arcane Calibrations" ability as part of his Arcane Machinery reduces all his Spell costs by 1, to a minimum of 1.
- Squishy Wizard: Despite Armor 17 and a small base, Sparkhammer's average defense, average HP, and preference for playing up close to the enemy make him vulnerable to getting sniped or ganged up on.
- Status Buff: His "Ionization" Arcane Machinery increases all Electrical damage by +2 within his control range.
- True Sight: Maelstrom's ranged attacks ignore Concealment, Cover, and Stealth, and their Magical damage type allows them to Touch the Intangible.

-King Leto Raelthorne
Though Commander Stryker sees himself as just another soldier fighting for the crown, he is one of the greatest warriors of Cygnar. His young age may deceive some into believing he has not earned his rank compared to the aged generals leading the king’s army, but battlefield experience has made him wise beyond his years. A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending his beloved nation.
As Cygnar is besieged on all sides King Leto turns to the only man that can save the jewel of the Iron Kingdoms, Lord Commander Stryker. He is the one man that has stood with unfailing loyalty throughout the constant warfare and strife.. he is Cygnar's hope.
Promoted to the rank of Lord General, Coleman Stryker leads his Storm Division with unquestioned authority. Stryker commands his soldiers from the front lines, spurring his mount Valorous onward as he charges Cygnar’s enemies alongside his loyal Storm Lances. At the pivotal moment, Stryker is able to harness the galvanic potential of those charging with him into a thunderous tempest of destruction.
A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending her. Stryker has had 3 versions released, representing successive Character Development: Commander Stryker (Stryker1), Lord Commander Stryker (Stryker2), and Lord General Stryker (Stryker3).
- Anti-Hero: Well-Intentioned Extremist to Type III, after killing Hierarch Voyle.
- Arbitrary Weapon Range: Stryker1's "Snipe" spell allows him to increase this trope for one friendly unit or model.
- Area of Effect: Stryker1's unique spell "Arcane Blast" is a standard Projectile Spell, but with the added benefit of more damage and a 4" diameter Area of Effect.
- Armored Collar of Durability: Stryker wears a neck-only variant in all his versions, one which gets progressively smaller with each of his upgrades. The reduction in size probably wasn't the best idea given he was killed in action at the end of the Stormbreak arc.
- Attack! Attack! Attack!: Stryker3's entire playstyle revolves around this. His spell list is designed to improve the aggression and speed of his units, sometimes even at the cost of their defenses, and his feat revolves around wiping your opponent out in a single devastating cavalry charge. He has abandoned all of the spells that buff his allies and increase their survivability from his previous versions, with his sole buff spell being designed to allow his own Warjacks to keep pace with and protect him.
- "Avoid This Area" Effect: Stryker2's spell "Lightning Storm" drops a Lightning Storm on the field, damaging enemies under it and leaving a 3" Area of Effect template that remains in play to electrocute anything that enters or leaves it for a full turn.
- Battlefield Flagbearer: Stryker3 rides into battle with Quicksilver Mk3 in one hand and an enormous Cygnaran flag in the other, relying on his riding skills to stay atop his new horse.
- BFS: The Quicksilver, later the Quicksilver Mk 2, which gives him the reach ability because of how big it is.
- Bodyguarding a Badass: Invoked explicitly with Lord General Stryker's "Escort" spell, which encourages players to keep Warjacks nearby to protect him.
- Boom Stick: Quicksilver Mk 3 integrates the functionality of Stryker's previous pistols into itself with greater power at the cost of range and rate of fire.
- Bullet Dodges You: Stryker2 has the spell "Deceleration," which slows incoming projectiles. Mechanically it gives all allies within 12" of himself +2 armor, because the slowed projectiles have less penetrating power.
- Came Back Strong: After his [[spoiler:death destroying Irusk's superweapon, Stryker was reforged by Morrow himself into a Morrowan Archon

- Captain Patriotic: He is described in-universe as such : "Coleman in a word? Patriot."
- The Cavalry: Invoked with Lord General Stryker's feat, which grants automatic hits and boosted damage to any impact attacks (caused by cavalry charging into people), encouraging the player to wait until the opportune moment when all seems lost then re-enact the Ride of the Rohirrim.
- Cavalry Officer: Lord General Stryker is both the highest rank he receives and the only form where he rides a horse into battle.
- Chain Lightning: As expected of any self respecting Cygnarian commander, Stryker in all his forms has spells that allow some variation on this.
- Counter-Attack: Stryker3 has the "Plasma Nimbus" special rule thanks to his upgraded galvanic systems. When enemies hit him in melee, he immediately shocks them right back.
- Deflector Shields: Stryker1's spell "Arcane Shield" gives one to one of his units, making them harder to damage.
- Dishing Out Dirt: Stryker1 has the Earthquake spell, which not only deals considerable damage to humans but also knocks down anything hit by it.
- Double-Edged Buff: Stryker2 has the ability to increase his damage output at the cost of damaging himself from the backblast of his Powered Armor through his unique "Overload" special rule.
- Early-Installment Weirdness: Stryker1 is one of the first Warcasters ever released and designed, and as such he has no special abilities. Only his weapons and spells do anything unusual, Stryker himself has no "Field Marshal," "Battle Plan," or even "Reposition" special rules himself.
- Extra Turn: Lord Commander Stryker basically implements this with his feat. After all his units complete their turn, his feat allows them to move 3 inches and attack again, even allowing Warjacks to use his Mana to boost their hit and damage rolls.
- Field Power Effect:
- Stryker2 has the spell "Positive Charge," which gives one of his Warjacks +2 melee accuracy and damage, and shares that bonus with all allies within 3" of the Warjack itself.
- With his "Escort" spell, Stryker3 gets +2 armor while within 3" of one of his own Warjacks.
- Four-Star Badass: Lord General Stryker, his third incarnation, represents him after promotion to a flag officer.
- Gameplay and Story Integration: Subverted. Originally Lord Commander Stryker (Stryker2) had a flaw in his Power Armor that would allow him to redline it, but with the cost of damaging himself. This is reflected in game by Stryker2's "Overload" special rule, allowing him to give himself a huge Status Buff that will damage him in turn. This was canonically fixed in universe, which is why Stryker3 doesn't have it. Then, as he's destroying Khador's arial superweapon, he overloads his Power Armor as Stryker3 so much that it melts him alive, causing the superweapon's power core to explode and taking him with it.
- Goggles Do Something Unusual: They let him trace magic and protect his eyes from arc-burn from all the lightning Cygnar likes to fling around.
- Good Is Not Soft: Even aboard a Khador superweapon, Stryker never so much as threatened any of the fleeing Khadoran crew as they tried to reach their life pods. At the same time, he stopped one Khadoran mechanik, who would both have the knowledge of how to destroy the weapon, and happened to be carrying a precious warjack cortex giving Stryker leverage to negotiate with him. And when the man protested giving him vital information:Stryker: If you hope for any chance of getting off this ship with that [Warjack Cortex], you’ll tell me. Otherwise, I’ll kill you and wait for the next man to come along
- Hand Cannon: Lord Commander Stryker carries the Magnum, which improves both the damage and the rate of fire of his previous pistol.
- Heroic BSoD: a brief one in "The Blood of Kings", after witnessing the monster that is Vinter Raelthorn IV in battle
- I Call It "Vera": His melee weapon is a mechanikal blade that he calls "Quicksilver." As he upgrades it, it also accrues added monikers for each version, culminating in "Quicksilver Mk3" on Stryker3.
- Jack of All Stats: The spell selection Stryker1 has. It led that version being considered a Skill Gate Character since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his Master of None prevent him from being good enough at anything to be effective in competitive play.
- Lightning Bruiser:
- Thanks to "Overload," "Velocity," and "Positive Charge" Stryker2 can potentially charge 15" in a single turn, and then hit an enemy 2" away for base power 15 plus six dice. Under average rolls he's hitting for power 36, enough to one-shot-kill any infantry-based Warcaster in the game, and under maximum rolls he hits for power 48, enough to nearly one-shot even Heavy Warjack-style Warcasters like Karchev the Terrible. Of course, with only 17hp himself, the 18 damage he'll suffer immediately after a power 48 hit like that will kill him, but as long as he kills the enemy Warcaster first that's technically a win!
- Stryker3 avoids the Double-Edged Buff aspects of his predecessor while improving his base speed even further through the simple expedient of riding on a horse. With the horse doing the heavy lifting he can casually move 11" per turn, between its speed 8 and "Reposition:3" special rules. And since he no longer has to worry about spending his FOCUS on running faster, he can concentrate his entire spell list on Status Buffs for his army and offensive spells to smash opponents better!
- Mid-Season Upgrade:
- Quicksilver has been upgraded three times, once for every version of Stryker. Quicksilver Mk 1 is a BFS which Quicksilver Mk 2 upgrades into a full on Shock Stick. Quicksilver Mk 3 meanwhile reduces the sword to a one-handed Longsword for easier use on horseback, but still keeps damage on par with its Mk 2 version giving it a vastly improved power-to-weight ratio.
- Stryker's choice of sidearm has similarly improved. Stryker1 carries a standard issue Cygnarian pistol, Stryker2 upgrades this to a Hand Cannon, and Stryker3 upgrades this further by integrating the cannon capabilities into the Quicksilver itself.
- Miles to Go Before I Sleep: The never-ending wars have taken their toll on the Lord General, coupled with The Chains of Commanding, but he refuses to give in or let it slow him down. Even in his final moments, his own Powered Armor melting the flesh from his back and burning his hair as he poured every volt from Quicksilver into Khador's superweapon to destroy it, he refused to give up.Morrow, please, let it be soon.
- No-Sell:
- As expected of a Cygnar commander wearing power armor, all of his versions are immune to electrical damage.
- Stryker1 grants a massive +5 to the armor of all his units with his Feat, turning them into an army of Stone Walls.
- Pixelation: Stryker1's spell "Blur" makes one of his units harder to hit by inflicting this on them.
- Pragmatic Villainy: When Stryker by circumstance is forced to do evil, he refuses to stoop to Cold-Blooded Torture and, as seen above under Good Is Not Soft, instead goes for the most expedient and effective method of getting the job done, to minimize casualties and maximize effectiveness.
- Projectile Spell:
- Stryker1 has both Arcane Bolt and Arcane Blast, with bolt doing less damage but being cheaper and Blast being more expensive but having larger damage and an Area of Effect.
- After losing Arcane Bolt as Stryker2, Stryker3 regains it as part of his greater focus on offensive spells.
- Reduced Mana Cost: "Iron Aggression" on Stryker3 allows one of his Warjacks to Run, Charge, Slam, or Trample for free.
- Required Secondary Powers: Due to increases in his access to lightning spells and galvanic weapons, Stryker2 has gained Immunity: Electricity
- Speed Shoes:
- Stryker2 can spend up to 3 of his FOCUS to cast the spell "Velocity," giving him a free 2" move for every FOCUS he spends. This is part of what makes him such a Lightning Bruiser, as he can spend half his FOCUS to essentially double his own speed.
- Stryker3 instead focuses on speeding up his own army. His spell "Escort" allows all Warjacks under his control to get +2 speed while moving.
- Starter Equipment: Stryker1 was deliberately designed to be easy to learn (hence why he has no abilities), and was included in the Cygnar Starter Box for both 1st and 2nd edition Warmachine
- Status Buff:
- Stryker1's spell "Arcane Shield" gives one of his units +3 armor
- His spell "Blur" gives them +3 defense instead, and only against ranged or magic attacks/
- Stryker3's spell "Iron Aggression" also gives the Warjack it affects free boosted melee accuracy.
- Status Effects:
- Stryker's personal sword Quicksilver retains the "Disruption" effect through each of his forms, stripping Warjacks he hits with it of all their FOCUS and barring them from getting any more for a turn.
- Stryker2 has the spell "Rebuke," which prevents an affected enemy unit from giving orders, receiving orders, or making special attacks.
- Well-Intentioned Extremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a What the Hell, Hero? speech.

Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.
Having pledged his immortal soul in service to the Dragonfather, Dalin Sturgis is now as corrupt as he was once honorable. Death has done nothing to curb the depraved power of this once great Cygnaran warcaster, who now bends his formidable fighting prowess against those he used to call brother and friend.
Sturgis has two forms, Commander Dalin Sturgis (Sturgis1) and Sturgis the Corrupted (Sturgis2)
- Acid Attack: Sturgis2 gains "Blood Rain," a Projectile Spell that deals Damage Type: Corrosion and Continuous: Corrosion.
- And Then John Was a Zombie: Sturgis was killed and resurrected by Cryx, turning his abilities to their own ends.
- Arbitrary Weapon Range:
- Armor-Piercing Attack: Sturgis1 has "Feedback" on one end of his Double Weapon, automatically dealing 1 damage to the controller of any Warjack he damages with it.
- "Avoid This Area" Effect:
- Sturgis1 has the same "Lightning Storm" spell as Stryker, allowing him to electrocute enemies in a 3" diameter Area of Effect, and then leave that 3" zone as a lightning storm that damages any models that enter or leave it.
- Sturgis2 has "Dark Shroud," inflicting -2 armor on any enemies within his melee range.
- Bald of Evil: After his resurrection by Cryx his head is shaved to showcase his undeathly nature.
- Balance Buff: Both his versions experienced a fairly massive one in October 2021:
- He lost his Mana Potion spell "Convection," gaining Positive Charge on Sturgis1 and Hellwrought on Sturgis2 instead.
- He had his Feat re-ordered and changed, going from "Pull enemies in, hit them with a Power 12 attack, gain FOCUS off any kills it inflicts, then teleport" to "Pull enemies in, gain free FOCUS, hit them all with his sword, then teleport"
- Sturgis2 lost 7% of the base damage on his swords, but gained Dark Shroud as a permanent ability and "Chain Attack: Flash" to mirror his first version, making him more dangerous, net.
- Blade Spam:
- Blood Magic:
- Prior to his 2021 Nerf Sturgis' Feat in both formsused to give him +1 FOCUS for every model killed by the second portion of it.
- He also used to have the spell "Convection" in both forms, which gave him 1 FOCUS if it killed an enemy with its attack.
- Sturgis2 can use his "Death Strike" special rule to manifest the strength of one enemy he just killed as the power of an attack he hurls at a nearby enemy.
- Chain Lightning: Sturgis1's second blade has "Electro Leap," allowing him to fry multiple targets with his initial attack. Interestingly, because Sturgis lacks "Immunity: Electricity" he can end up Hoist by His Own Petard by this, as the lightning arcs back and hits him instead.
- Counter-Attack:
- Sturgis' "Reversal" special rule allows him to knockdown an enemy who misses him with a melee charge or power attack.
- Sturgis2 gains the "Hellwrought" spell, which allows one of his Warjacks to make a free 3" move and attack if the enemy damages it with an attack.
- Deflector Shields: Sturgis1 has the "Arcane Shield" spell, allowing him to deploy one of these around an allied unit to improve their durability.
- Double Weapon: His weapon of choice in both forms is a long staff with a sword at each end.
- Duel to the Death: His specialty in both forms, due to having an enormous amount of attacks allowing him to rapidly drown an opponent in a Death of a Thousand Cuts.
- Flash Step:
- Sturgis' "Chain Attack: Flash" special rule lets him make a 3" teleport move when he hits the same target with both of his free melee attacks in a turn.
- His Feat finishes by allowing him to teleport anywhere within 3" once that turn.
- Field Power Effect: Sturgis1 has the "Positive Charge" spell, giving one of his Warjacks +2 melee accuracy and damage, and allowing it to share that Status Buff with all allies within 3".
- Fragile Speedster: He has above-average defense and below-average armor for a Warcaster, relying on overwhelming quantities of high-speed attacks to defeat enemies before they can retaliate.
- Gameplay and Story Integration: Canonically Sturgis specializes in dueling enemy commanders on the front lines and assassinating high value targets. In game his generalist toolkit makes him an exceptionally good Warcaster for soloing enemy commanders, what fans call "Assassination Runs".
- Jack of All Trades: Both versions of Sturgis have a spell list and ability selection that give him a wide toolbox without any particular specialty.
- Liquid Assets: Sturgis2 can use his spell "Parasite" to drain one enemy of 3 armor while giving himself +1 armor.
- Mana Potion: Sturgis' Feat in both forms refills his FOCUS stat by 1 for every enemy who ends up in his melee range after he pulls them in with the first part of it.
- Moveset Clone: Sturgis2 has verbatim the same feat and abilities as Sturgis1 and carries the exact same weapons, an extremely uncommon feature of Warcaster variants. Only his spell list and allegiances have changed. In keeping with this trope, Sturgis2 is slightly more defense oriented than Sturgis1.
- Obvious Rule Patch: Sturgis' Feat was reworded in 2017 to make it apply to Infernal Masters.
- Product Placement: Sturgis in both his forms was released as part of a kickstarter reward for Warmachine: Tactics.
- Spam Attack: His "Snap Strike" ability allows him to double his attacks-per-FOCUS spent.
- Speed Shoes: Sturgis in both forms has "Relentless Charge," doubling his speed through rough terrain as long as he's charging into melee.
- Status Ailment: Sturgis2 trades out his ally-buff spell list for a debuff list aimed at inflicting these.
- Status Buff: Sturgis1 is built around this, most notably his spell "Positive Charge" which buffs a Warjack and all friendly units near it.
- Teleportation: Invoked as a verbatim spell Sturgis has in both forms, allowing him to teleport up to 6" for 33% of his FOCUS.
- Visible Invisibility: Sturgis2 has the spell "Occultation," which renders one of his units impossible to target with ranged attacks from beyond 5" away. The flaws in the effect are implied to be why enemies up close can still shoot and attack the models affected by his spell.
- What a Drag: Sturgis' Feat in both forms causes him to drag every model within 12" of himself without Plot Armor 3" closer.
- Your Soul Is Mine!: Like Constance Blaize, Sturgis2 gains the ability to collect Soul Tokens, and turn them into bonus FOCUS points at the start of each turn.

A new commander has entered the field — and for those who know the Gravediggers, his name already speaks volumes. Major Grant Vargus stands as a battle-forged Warcaster whose calm under fire belies the speed and impact of his strikes. During the closing weeks of the war of liberation in Llael in 612 AR, Khadoran soldiers learned to fear the sound of running Warjacks. Those who encountered then-Captain Grant Vargus came to realize nothing could stop the onrushing tide of steel if he was at its head. Many a battle was as much as concluded with one intricately planned and deftly executed pinpoint strike.
In battle, the Major cuts a stern figure, and the even-tempered officer becomes almost silent when the sounds of gunfire and the Warjacks' footfalls surround him. Where he strides, his officers have learned to interpret his simple orders while troopers eagerly await the command to follow his lead. Most of all are his highly valued scouts, the eyes that let him and his Warjacks pick their point of attack to yield the greatest impact and to be swiftly capitalized upon.
Vargus is a 4th edition Warcaster. He has a single version, Major Grant Vargus
- Badass Bandolier: To supply himself with the necessary ammunition, Vargus wears the ammo belt in the classic Rambo style, marking himself as a deadly warrior even without his Warcaster abilities.
- Badass Bookworm: Vargus grew up as a factory owners' son, and learned logistics and management from a young age. These abilities served him well in developing the intuition he would use as a Journeyman Warcaster.
- Bayonet Ya: To make up for the mass of his gun, Vargus mounts a savage trench knife to the front to turn it into an improvised spear at close ranged.
- BFG: Grant's weapon of choice is a Balefire Cannon, a heavy machine gun he carries with ease thanks to his size and Power Armor.
- Brilliant, but Lazy: Vargus was noted as a student in both the regular school systems of Cygnar and the Warcaster academy to be academically gifted but easily discouraged, leading to him often barely passing and frequently struggling to stay above "average".
- Chainsaw-Grip BFG: Rather than carry his Balefire Cannon in a more conventional style, he carries it in the classic Terminator and Predator style.
- Counter-Attack: His "Return Fire" spell allows one of his allied units to make a free attack after an enemy fires at them.
- A Father to His Men: From his first days in the field, Grant always felt closer to the regular infantry than he did to the officer corps. A big part of the reason for this was the absolutely terrible Warcaster he was initially seconded to as a Journeyman, who kept a metaphorical wall between himself and his men and left Vargus feeling isolated by the officers in his unit.
- Field Power Effect:
- His Feat generates one that lasts for an entire turn. Only while they remain within 12" of him, allies gain improved armor, durability, and resistance to knock down.
- His "Carnage" spell gives +2 accuracy in melee to all allies targeting an enemy within 12" of Vargus himself.
- Field Promotion: Vargus was promoted to full Warcaster status before he finished his Journeyman tour, due to his assigned Warcaster ending up killed in a suicidal attack on a heavily fortified Khadoran position.
- Heroic Self-Deprecation: Due to being born as the Spare to the Throne of his family's business empire and generally having poor or nonexistent mentors through most of his life, Vargus has struggled with feeling like he is undeserving of his position as a high-ranking officer.
- Hit-and-Run Tactics: Forced to essentially learn in his own way how to be a Warcaster, this is the strategy Grant eventually came to develop. He prefers copious reconnaissance to allow him to pinpoint an enemy weakness, then to strike it faster and harder than the enemy could ever hope to react before retreating. This heavily offensive style cost him dearly in the Infernal war, when he was forced into more defensive combat, but it ultimately helped save the day when he mustered what few troops he could to strike behind enemy supply lines to cut off their reinforcements.
- I Thought Everyone Could Do That: Vargus had long experienced the connection with the minds of Laborjacks from the sheer numbers of them that worked for his family's businesses, but he dismissed it as nothing special due to the 'Jack Marshals being able to command Laborjacks with mere gestures. It was only when he completed Trencher basic training and Cygnaran Warcasters noted his mind's intrusion on their Warjacks that he was snatched up into the Warcaster Academy.
- Master of None: On paper, this is Vargus to a T. He has average defense, average armor, above average FOCUS, below average control range, below average speed, above average ranged damage, below average melee, above average rack slot quantity, below average basic spell list quantity, one spell that applies to a single model, and one spell that applies to his entire army. By all rights, he does nothing well and doesn't stand out at all...until one notices his "Evasive," Fleet," and "Field Marshal" rules. When properly used, these three rules don't fully offset his otherwise-ordinary stats, but they do allow him to comfortably sit somewhere between Fragile Speedster and Lightning Bruiser, lacking the weaknesses of the former and the overwhelming strength of the latter.
- More Dakka: In contrast to the Hand Cannons preferred by most Warcasters, Vargus wields a heavy machinegun with a rate of fire superior to miniguns of the previous editions.
- No One Could Survive That!: Thanks to his utter refusal to die in some of the fiercest battlegrounds of western Immoren, including managing to hold off the combined might of the infernals with a Ragtag Bunch of Misfits and a slow trickle of stragglers for reinforcements, Vargus has the "Tough" special rule. This gives him a 1-in-3 chance to outright ignore a killing blow, despite his total lack of a helmet.
- No-Sell: While his Feat is active, all allies that remain within 12" of him gain Resistance: Blast and immunity to knockdown.
- The Peter Principle: Vargus' first Warcaster mentor was noted to be a competent Warcaster and an absolutely abysmal leader and mentor. The man's incompetence as a commander forced Vargus to muddle his way into being a Warcaster by himself, and later got the man killed and Vargus Field Promoted.
- Reduced Mana Cost: His Balefire Cannon has "Powerful Attack," letting Grant boost its accuracy and damage for half the usual cost.
- Spare to the Throne: Part of why Vargus has struggled with self confidence in his life is that he never had a destiny laid out for him. He was born as the second son to a Cygnaran factory empire, meaning he would not inherit the business. And with no other path for him in life, he went into the Trenchers where his latent Warcaster abilities were discovered.
- Speed Shoes:
- "Evasive" grants Vargus a free 2" move whenever the enemy hits him with a ranged attack
- "Fleet" lets him spend 1 FOCUS to gain +2 speed for a turn
- "Field Marshal: Fleet" grants the same benefit to all Warjacks under the Major's control.
- Status Buff: His bayonet has "Brutal Charge," giving Vargus +2 damage with it on all melee charge attacks.
- What Measure Is a Non-Human?: Early in his career, Vargus was reprimanded by Anson Hirsch himself for his tendency to use his Warjacks as an expendable resource to protect the living Trenchers under his command. While Warjacks are easier to repair and rebuild than humans, they also have sapient cortexes with desires and unique personalities, meaning Vargus was fine throwing away sapient robots to protect sapient organics.

An unsung hero of countless border wars and skirmishes, Major Anson Wolfe has long served as the senior warcaster at the formidable fortress of Eastwall. In addition to his many battles with Cygnar’s Menite neighbors, he also saw action in the Llaelese War against Khador and more recently against the servants of the infernals when his old friend and former commander Archduke Alain Runewood betrayed his oaths, his nation, and debased his immortal soul in the service of the demonic fiends. Unable to reconcile his inner turmoil, Wolfe throws himself into every battle, losing himself—at least briefly—in the bloodthirst of the moment.
A 4th Edition Warcaster, Wolfe has only a single version: Major Anson Wolfe
- Armored Collar of Durability: His is bright gold, to match the Light-Warjack-grade armor he wears.
- Blood Knight: How he self-medicates his PTSD. He throws himself into combat to distract himself from his trauma with violence and bloodshed.
- Chain Lightning: Wolfe can give this to friendly models via his spell "Lightning Tendrils".
- Dual Wielding: As a dedicated melee Warcaster, Wolfe wields a Hammer and Sword, one in each hand.
- Gathering Steam: Tying into Blood Knight above, Wolfe gains cumulative armor and damage in melee for every enemy he destroys with a melee attack that turn.
- Irony: For a man who supposedly loses himself in battle, he has an above average amount of FOCUS to fuel Warjacks with.
- Knockback: In lieu of the usual Lightning Gun elements of Cygnar weapons, Wolfe's Voltaic Hammer instead knocks enemy models over with a lightning blast on a critical hit.
- Old Soldier: Based on the battle he's reportedly fought in, Wolfe is pushing sixty.
- Morton's Fork: The most powerful element of his Feat, which forces the opponent to either hang back and hope to minimize the damage they inflict to your models while you close in, or go for a Zerg Rush and hope that they can kill you faster than Wolfe's Feat lets his Warjacks kill them.
- Read the Fine Print: Because of how his Feat is worded, it doesn't work when allied models are removed from play rather than killed.
- Remember the New Guy?: Anson Wolfe supposedly served along some of the fiercest warzones in Cygnar's history, yet he's never mentioned until 4th Edition.
- Required Secondary Powers: To prevent a unit accidentally frying itself with "Lightning Tendrils", the spell also grants them Resistance: Electricity.
- Roaring Rampage of Revenge: The entire purpose of his Feat. While it's active, anytime one of his units is killed, Wolfe can launch a Warjack at the enemy to kill them.
- Status Buff: Wolfe's spell "Positive Charge" increases the melee damage and accuracy of a target friendly model, and gives that model an aura that boosts the accuracy and damage of nearby allies.
- Tim Taylor Technology: Wolfe has the spell "Energizer", which allows him to dump magical energy into a warjack to give it boosted speed.

Note that Nemo is the
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